Wednesday, 19 June 2024

Reviewn June 10: Fey Critter Tea Party

Every few days in June I’m picking a TTRPG book that’s been languishing on my shelf or hard drive, reading it, and writing a review. I don’t believe in attempting a full critique of game content I haven’t run or played, so my focus will be on discussing the work’s best ideas and keeping criticisms to text-level quibbles.

Today for Reviewn June I read Fey Critter Tea Party, by AnnieDisaster09. I picked it up in the “Your Best Games” Indie TTRPGs bundle on Itch.

The game is 15 pages, and strictly a story-telling game rather than a TTRPG, although each player does have ownership over one character (‘critter’). Being the storyteller is a matter of turn-taking plus collaboration.

The characters must journey through a sort of liminal fantasy fairy-world, gathering ingredients to prepare food for a witches’ tea party. The tone is cutesy, perhaps even twee, carried by both the subject matter and the verbiage – ‘ask nicely’, ‘Orchardhome’, ‘sneezefests’, ‘tricksy’, ‘yield the sweetest reward’, ‘hurt feelings’, etc. I’m a sucker for games with an unusual focus (food preparation) and setting (interlocking fairy worlds). It feels a little like Candied Violets.


The game system:

Fey Critter Tea Party is built on the Caltrop Core game engine, which I’m not familiar with. A 1d4-based system is rare (they don’t seem to be a popular dice type). Having only four outcomes necessitates a coarse-grained dice resolution system, in this case packing in four different degrees of success. You can have a success requiring teamwork, for example. I was interested to find that you can't roll a simple failure, only a ‘success plus a bad side effect’ or a ‘failure plus a bad side effect’. It makes sense, for a story-telling game; everything has some immediate impact, serving to drive the narrative forward.

The game isn’t mechanically complex. It has a nice, simple split of stats, Gumption / Grace / Guile, and character generation looks like it would be fast.

It’s always interesting to me what goes unexplained in a full game release, especially for a small game. The hobby has a certain amount of jargon. In this case, both common TTRPG elements (‘d4’; ‘stats’; ‘NPCs’; ‘an adventure’) and common story game elements (‘scene’; ‘mechanical element’; ‘story element’; ‘the prompt’) are left undefined.

There are a few undefined phrases, like ‘magic ability’ and ‘movement ability’, which feel like an oversight. Notably, the game mentions eight specific types of magic but has no magic system. You use the ‘Guile’ stat for it and then make the 1d4 dice roll. If you have a 2 in Guile, you will always succeed. It’s interesting that there’s no meta-guidance on magic, since (a) at the upper limit you can just ‘cast a spell to win the game’ if you want, (b) in practise players are going to have different ideas about which particular power level is going to be in the spirit of the game, and (c) rotating through the GM role means there’s no authority.

I’m curious whether things like magic are deliberately elided, or are something given a complete treatment in the underlying Caltrop Core game system. If the latter, they could have been included in the Fey Critter Tea Party text, if the author’s relying on the Creative Commons license to use the Caltrop Core SRD. But I’m actually not sure on that point – the text references the CC-BY-SA license, but doesn’t appear to actually state that the game is released under that license, which is a requirement of using CC-BY-SA.


The tone and feeling:

The titular critters, who are also the player characters, are sort of like witches’ familiars, but in fairy form. I tend to associate ‘critter’ with a small animal, and some of the options are anthropomorphic animal fairies, but you can also play as a pixie, water spirit, walking plant, and so on. They have fun little abilities, like ‘Anytime you use an object that is your favorite color, add a +1 to the check’. I think such class features probably work fine for collaborative low-stakes story games like this whereas for a classic TTRPG they’d be fodder for tiresome min-maxing.

The text provides just enough detail on various creatures and backgrounds to build from, without constraining or needing the players to memorise a bunch of canon. All the characters are capable of using magic, which is a fine solution to the matter of ‘spellcaster disparity’, and of course is thematically appropriate.

Following its tone and aesthetics, Fey Critter Tea Party limits the severity of negative consequences to any bit of gameplay. (Although I did notice that the text sometimes evokes the idea of harm greater than the rules strictly allow.) It’s interesting to see how rules try to route around needing to depict harm when they can’t directly prohibit the player choices leading to that; for example, in Fey Critter Tea Party, sufficient failure in combat leads to the character involuntarily running away. With this, the simple mechanics, and the primacy of story participation, it might be a good game for kids of a certain age.

The layout makes nice use of simple graphics. The sections have nice descriptive titles like “The scones and cream of it all”. The text does a good job of making the food and ingredients sound tasty, a prerequisite for a food-focused game. I like the tone, and I like the intermingling of fluff and crunch which is more common in indie games like this: things like “Storytelling will continue until the Critters successfully obtain their ingredient for each chapter.”

 

The adventures:

Any good game includes a starting adventure (scenario, etc), and this one includes four. They have to be a little vaguer to fit the purposes of a story-telling game, but Fey Critter Tea Party handles it with aplomb.

  • I really like that the text breaks down each adventure into a shallow hierarchical information structure of goals and subgoals, rather than making the players search around for what they’ll need. These are also optional, so you can improvise and adjust for your level of comfort. Each adventure is similarly structured, so I’m not sure I’d want to run several back to back.
  • The adventures have some evocative details (hot peppers that only grow in the dark, a sapient tide, etc) and there’s a bit of magical treasure which interacts directly with the few facets of the very simple rule system (e.g. providing a type of magic, or preventing a critter from losing in combat).
  • The specific challenges are left very open-ended, almost always amounting to just a few short NPC descriptions; it’s not clear if you use just one or all of them (the latter is both more constraining and offers more complexity to sink your teeth into). I suppose that open-endedness is part of the intrinsic fun of story-telling games when you’re taking turns to run the challenges.
  • They also don’t dictate a mode of problem solving, even implicitly: there are rules for combat, there’s the previously-discussed unconstrained magic, and the biggest challenges are clearly written with either subterfuge or social interaction in mind. This subtle emphasis on player choice is something I look for in any game, and is one of Fey Critter Tea Party’s best features.
  • Each adventure has a built-in climax in the form of a slightly bigger NPC obstacle between the characters and the last ingredient on their list. On the whole it’s good, tight design.

 

Minor text quibbles:

  • A fair number of grammar problems, in particular punctuation problems (in the form of missing commas, spaces, and periods) and inconsistencies: mismatch of number words; inconsistent capitalisation for most of the key terms.
  • A few typos (‘reccomended’, ‘lychens’) and homophone errors (‘weary’ for ‘wary’ throughout). One typo particularly confused me: ‘Guise’ for ‘Grace’, not for another stat, ‘Guile’.
  • Layout-wise, I don't like the ragged right edge, runt lines, and indents on section start. But my biggest quibble is that the text uses up more space than necessary (combining paragraph indents and paragraph spacing) while the headings suffer from lack of space.

 

My favourite bit:

Playable mushrooms!



Where to get it:

On itch at https://anniedisaster09.itch.io/fey-critter-tea-party

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