Our Last Best Hope, by Mark Diaz Truman of Magpie Games, is a cooperative story game which emulates the disaster movie genre (e.g. Armageddon, The Core, Deep Impact, Sunshine, Dawn of the Dead, etc.). It can handle groups from three to six people (though I would consider the "sweet-spot" to be four or five). The session for four people we played took three hours, but that included dinner and introducing the players to the game. We figure that a future session would take around two hours, which is exactly what the book claims.
As a cooperative story game, there is no GM, but there are still two roles to be defined a the beginning of the session: Captain and Supply Officer. The Captain should be the player with the most experience with the system and willing to take something of a leadership role. They will be responsible for setting the stage and choosing Threats when no one else is available. The Supply Officer gets to control the flow of Story Points, acting like the banker for Monopoly, but also as the final arbiter of access to group resources. Ideally the group will be making these decisions as a whole; if not the path ahead will be a very rocky one. Also, the Supply Officer has the role of portraying MIMIC when no one else is available.
MIMIC is the first artificial intelligence and contains the sum total of humanity's knowledge. This does not mean they cannot be wrong or are infallible. Whenever you want further information, you will consult MIMIC (and whoever is portraying them for that scene). It's a very cute way to give every player a stake in developing the story and have something to do even when not directly involved - MIMIC is typically played by someone not taking part in the scene.

Strong themes that are easy to fit things into are recommended here. A failing on our part was, perhaps, to provide too much detail without real discussion as to where we wanted to go with the story. It worked out well in the end, but it occasionally felt like we each may have been trying to tell a different story at different moments. As the session went on, we started to work more to make the story a coherent one and were more explicit about what we wanted. A second play would likely go much smoother as the system would be almost entirely in the background; the focus would be on the roleplay and addressing each Threat.
There are two types of scenes within Our Last Best Hope: Spotlight Scenes and Threats. Spotlight Scenes are the interludes between Threats which will reveal more about the characters in fleeting quiet moments. When you are in the Spotlight, you get to choose at least one other character to be present in the scene and then give an outline regarding what you want this scene to be about. These are also the opportunities to reveal more about your character, by your choosing or not (everyone has a Secret), and provide the primary opportunities to generate more Story Points. The scene will come to a dramatic close when the next Threat erupts, which must be dealt with immediately or the Mission is doomed!
Threats are something that cannot be avoided and is occuring right now. Running out of food is not a good Threat; it will take too long to have serious repercussions, but running out of air needs to be addressed immediately. Having interesting and relevant Threats is an important aspect of the game and will be one of the main external sources of drama. When a Threat is announced, one character must volunteer to take the Threat. They suffer the primary consequences of the Threat, for better or worse, and are the lead for choosing resources to bring to bear against it, often asking for help from others in the crew.
They are another chance to roleplay during times of pressure, bringing out other aspects of your character than the things that matter to them, including what they brought with them and left behind. Using these Touchstones generates additional dice against the Threat, while facing Fears generates Story Points, but at the cost of making the Threat worse. Failure against a Threat will cause Harm and success will reduce the effect of the Threat until it is eliminated entirely. When the Threat is resolved, the player that took the Threat will get to write a new Threat and play proceeds as normal. Threats also present the timing mechanic of Our Last Best Hope and just because things are going great in Act I, does not mean everything will be rosy when you round the bend to Act II (which we found out the hard way).
Story Points are the primary currency that you use to resolve Threats, through skills, assistance from others, or by bringing an Asset to help. You start with two and the group has access to two more per player, and can gain more throughout play. There is a finite number, but unspent Story Points won't help anyone and hording them can lead to serious trouble down the line. Maintaining the flow of Story Points is vital to the long-term success of the Plan.


Up next, the setup for our session.
Wow this game sounds easy enough for me to run ! :D I might have to pick it up... I'll wait for the rest of your review tho (and also money to actually buy it :P). I love that it has Youtube videos - how 21st century :D.
ReplyDeleteIt's a really cute game. The rest of the posts will be regarding our session, which, in retrospect, make never have been on rails in the first place. Though was quite a bit of fun in under three hours, which with limiting schedules and life, is a good thing.
ReplyDeleteGosh, I want this game. It is like FIASCO in many ways.
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