I ran this in person as a ~spooky~ Halloween season game for friends--a group of experienced RPG players and people who had no idea what they were agreeing to. We played in person using cell phones, based on feedback/reactions, everyone had a great time!
Our group was really silly and funny, which wasn't the vibe I was expecting, but everyone got really into character. Because of the tone, I wouldn't say that we had the super emotional ending that others did, but the voicemails tied everything up nicely and brought some laughs and reflective moments.
Highlights:
The game soundtrack/timer was great and added a lot to the experience.
I was not expecting my players to be into the idea of voicemails, but they did it and I thought it was a good way to wrap up the game.
Great way for new players to get into role-playing--some of the people I thought wouldn't be into it really took the character creation and ran with it!
The character creation mechanics worked well and got everyone excited about their characters right away.
We did not end up using any X card mechanics, but I think the way the game designers suggest using them would have worked well and my players found it easy to understand.
Thoughts/suggestions:
I was so confused by the time cards at first before I realized that there are three of each and you only use one. I do think it ends up being clear once you set up the game and re-read the rules, but I truly didn't understand some of the card mechanics until I was actually setting things up, even though I had read the rules.
The PDF is nice/good quality, I just wish I had gotten the hard copy because printing/cutting/organizing things took longer than I thought. That was my own fault, but definitely leave yourself some time if you are planning on print/play.
We had 6 people (1 last minute join), and two people just shared a character. I think it worked fine in a pinch, but I wouldn't plan on doing that unless both people are into it or know they will have a hard time keeping up/staying engaged so would appreciate having a buddy.
Our ending felt pretty rushed/kind of cheesy but I think this is because some of the clues got jammed up at the end and a lot of the pressure to tell the story ended up on one person. I don't know if this is typical, but something to perhaps monitor as the GM.
Overall, I would definitely recommend Alice is Missing. I think there's definite re-playability and it's a great way to introduce RP-ing to new players or integrate friend groups that don't know each other. Playing in person was super fun, but I think it would work just as well (maybe better in some ways) remotely.
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