TL;DR: Two gorgeously illustrated core books, with somewhat overblown writing and a game system that's the bastard love-child of FATE and PbtA. They just scream mystery and neon-noir. Clear references, a decent introductory scenario, only lacking a decent index. You can dip your toe into the water with the Starter Sets from 2019 (or 2016) if you're unsure of spending £70 on core rules. This is the best neon-noir game I've seen and it channels Marvel Netflix. Recommended.My copy of the City of Mist RPG landed after the Kickstarter campaign over two years ago and I was instantly put off it by the sheer size of the book. Weighing in at 500-pages and over 2kg in weight, the only RPG volumes that I own that come close in scale are the original printing of Traveller T5 and Grimtooth Traps Collected Edition. Based on the mock-up pictures on the Kickstarter pages, I'd been expecting something like the Blades in the Dark or Scum and Villany hardcovers, but instead, I got an unwieldy and impracticable hardcover old-school telephone-directory sized volume. The packaging was flimsy and inadequate, but fortunately, mine escaped damage in the post. This is a book that needs to come with a complementary coffee-table so you can read it.
In the interest of fairness, I went back and looked at the campaign as I was writing this, and I accept that my own assumptions from other Powered-by-the-Apocalypse (PbtA hereafter) may have led me to think that this was digest (6x9") sized, but the images above don't show a lot of size differences between the starter kit and the core book.
That said, the book is high quality, full colour and packed full of original art. The artwork is gorgeous and really evocative. The layout is mostly good and well structured, but I find the introductory paragraphs are in too-large a font size (a minor niggle), and the lack of a decent index in a 500-page core rulebook is simply unacceptable.
Fortunately, a more layout savvy friend of mine who had also backed the game at the same level found a solution to the scale by re-sizing the core text to crown quarto and doing a cheap colour print through an online print-on-demand provider. I used their files to get a copy of the book to read. This was under half the weight and practicable to read and use at the table.
Just as I started to dig into reading the book, the creators ran another Kickstarter; this was for an adventure campaign book, plus a new printing of the core rules into two volumes, plus funding for the artwork for the stretch goal 'campaign book' from the first campaign. This didn't leave a good taste in my mouth; it was an admission that they'd screwed up the first take at the core rules and that they'd messed up the campaign finances (something I'd assumed from the packaging materials used). Like an idiot, I backed this (partly to ensure that the original campaign was fulfilled, partly because I wanted the campaign scenario book if it saw the light of day). I didn't feel especially good about this and put the book away again because I was annoyed with it again. I did consider selling the game but stepped back.
Considering how big the City of Mist Kickstarter was (1762 backers, $105k), I've seen very little of it at the table at UK conventions. Even Revelation (a PbtA themed con) wasn't showing it. I got a game in 2018 at Continuum, but that was with the original starter book, which didn't show the rules revisions that had gone on.
And yet, City of Mist continues to draw me back. There is something about the whole concept that calls to me and excites me. I think it's the combination of noir, myth and the City. The setting has Netflix Marvel type heroes whose powers come through the (sometimes unconscious) embodiment of a mythic or even fictional creature set across the backdrop of a large metropolis simply known as 'The City'. The powered characters are 'Rifts' and can see the reality of the City. Normal people are the 'Sleepers', and they will tend to rationalise powered events that they see as best they can due to the effect of the Mist.
The game takes the PbtA style playbook and twists it around a set of themes; each player character has four themes; they are either 'mythos' (powered) or 'logos' (normal). The number of each theme type affects the character - if you have four logos themes then you become normal and the Mist can affect you. Four mythos themes are you become a true embodiment of your myth, leaving your normal life behind. Each theme has a 'mystery' that you are seeking to explore (mythos) and an 'identity' that defines you (logos). If you act against these, then you mark crack or fade; do that three times and you lose the theme and get one of the opposite nature. Themes also have a weakness; if this is invoked then you get a chance to improve the theme by marking attention (experience).
The core rules start on page 246 after all the material on themes! It's partly as the game uses lots of white space and art to illustrate the book. The system uses a selection of standard moves to work from which will be recognisable to those who are familiar with similarly engined games. Rolls are made on 2D6, 6- gives narrative control to the MC (Master of Ceremonies aka GM) to make a move to drive the plot, 7-9 gives success with complications, and 10+ gives a complete success. Certain moves with certain themes become 'dynamite' if you roll 12+, which means more cool things happen.
Unlike other PbtA games, this one feels like the love-child of Apocalypse World and FATE. Each theme has power tags. If you can narratively invoke the tag, then it gives you a +1. Of course, there's the usual power gaming risk but the MC just needs to squash that. You can also draw upon Story Tags; these are tags related to a specific theme (e.g. On fire, Dark) which can also be invoked both for or against. Finally, you add or subtract statuses. These are tags that usually denote damage, countdowns or other scaling effects. Wounds are a prime example of this. It's very effective and free-flowing.
There are two moves that stand out to me as a little different. The first is 'investigate'. When you roll this, each tag gives you a clue; an open question that you can ask the GM. If you get 10+ it unlocks additional questions you can draw on. You can save Clues (as a status, for example 'Interview with Syrus the Bouncer-2') and bring them into play later as a flashback to that scene if another question springs to mind. The other one is 'change-the-game'. If you succeed at this, you can create a story or equipment tag, or create/alter a status. You narrate what you do (for example to help) and then if you are successful you have a tag that can help or hinder to draw on. This is how you help other characters.
There's also an interesting option called 'Stop.Holding.Back.' which is an invocation of your mythos powers. Characters with more logos (normal) themes find this easier, and it is the move you make if you want to take your powers to another level. It's the classic hero scene where they overstrain and do something fantastic but it significantly impacts their powers (for example they can't draw on them or lose them or change them). Power comes at a cost.
A subset of moves, the Cinematic Moves, invoke the neon-noir feel. These range from a voice-over monologue to start the game, to downtime montages, flashbacks and then an end-credits scene. These would be particularly effective in campaigns.
The book delves into the City, describing districts in generic terms. It's surprisingly effective. Calling something 'Downtown', or 'The Industrial District' actually works well to get that dark, rainy, grimy neon-noir feel. There are plenty of non-player characters and mythoi described. Some of the underlying nature of the City is also outlines.
Guidance is given on creating plots and story arcs and leans heavily and an iceberg layout to structure cases by location and actions. Generally, it's a good framework, but the players will break it. There is no introductory scenario, although there are several available (including for free) on DriveThruRPG and the website.
The text can be a bit flowery; it does tend to be very descriptive. Overblown maybe, but the rules sections are better. It could just do with something to pull it together.
I loved what I read enough that having skimmed the free PDFs of the second printing that the publisher sent all the original backers, I decided to upgrade when I saw a copy of the deluxe set reduced at Gameslore in the damaged stock. It had a minor dent to the slipcase[1] but was reduced 30% or so. I sold my original.
The second printing splits the books into two smaller hardbacks. The Player's Guide has the themes, character generation and core rules. The MC Toolkit contains the setting, scenario building and campaign materials. They're still full size, but much more handleable. Summaries of the rules have been added and a decent introductory scenario (which links to the one in the new 2019 Starter Set). The contents pages are more usable. They're altogether better books. The writing still has the same weaknesses with a tendency to be overly descriptive but I'm really pleased with these.
The elephant in the room?
The 2019 Starter Kit is great. It contains everything you need to get into the game and nice materials like the status cards you can use with dry wipes. You can even do limited character development. Rather than spend £70 on the core books, spend £8 on the PDF. Print it if you want a hard copy. It's a perfect taster for the game. Or get the free 2016 Starter Set; the rules are essentially the same (although they evolved before the game was properly published). But be warned; if you like noir and narrative games, this could be a slippery slope.
I committed to run City of Mist at Revelation 2020 (see my post here), and ended up running two different scenarios for two different crews. I used the 2019 Starter Set Characters, laminated at A3, with drywipes. One scenario came from the Starter Set and felt very classic noir investigation. The second drew more on the supernatural and came from the forthcoming campaign book 'Nights of Payne Town'. I've come away from the convention inspired by the game and I really want to run the campaign. I will definitely play this again.
Summary: Two gorgeously illustrated core books, with somewhat overblown writing and a game system that's the bastard love-child of FATE and PbtA. They just scream mystery and neon-noir. Clear references, a decent introductory scenario, only lacking a decent index. You can dip your toe into the water with the Starter Sets from 2019 (or 2016) if you're unsure of spending £70 on core rules. This is the best neon-noir game I've seen and it channels Marvel Netflix. Recommended.
--
29 February 2020
The game takes the PbtA style playbook and twists it around a set of themes; each player character has four themes; they are either 'mythos' (powered) or 'logos' (normal). The number of each theme type affects the character - if you have four logos themes then you become normal and the Mist can affect you. Four mythos themes are you become a true embodiment of your myth, leaving your normal life behind. Each theme has a 'mystery' that you are seeking to explore (mythos) and an 'identity' that defines you (logos). If you act against these, then you mark crack or fade; do that three times and you lose the theme and get one of the opposite nature. Themes also have a weakness; if this is invoked then you get a chance to improve the theme by marking attention (experience).
The core rules start on page 246 after all the material on themes! It's partly as the game uses lots of white space and art to illustrate the book. The system uses a selection of standard moves to work from which will be recognisable to those who are familiar with similarly engined games. Rolls are made on 2D6, 6- gives narrative control to the MC (Master of Ceremonies aka GM) to make a move to drive the plot, 7-9 gives success with complications, and 10+ gives a complete success. Certain moves with certain themes become 'dynamite' if you roll 12+, which means more cool things happen.
Unlike other PbtA games, this one feels like the love-child of Apocalypse World and FATE. Each theme has power tags. If you can narratively invoke the tag, then it gives you a +1. Of course, there's the usual power gaming risk but the MC just needs to squash that. You can also draw upon Story Tags; these are tags related to a specific theme (e.g. On fire, Dark) which can also be invoked both for or against. Finally, you add or subtract statuses. These are tags that usually denote damage, countdowns or other scaling effects. Wounds are a prime example of this. It's very effective and free-flowing.
There are two moves that stand out to me as a little different. The first is 'investigate'. When you roll this, each tag gives you a clue; an open question that you can ask the GM. If you get 10+ it unlocks additional questions you can draw on. You can save Clues (as a status, for example 'Interview with Syrus the Bouncer-2') and bring them into play later as a flashback to that scene if another question springs to mind. The other one is 'change-the-game'. If you succeed at this, you can create a story or equipment tag, or create/alter a status. You narrate what you do (for example to help) and then if you are successful you have a tag that can help or hinder to draw on. This is how you help other characters.
There's also an interesting option called 'Stop.Holding.Back.' which is an invocation of your mythos powers. Characters with more logos (normal) themes find this easier, and it is the move you make if you want to take your powers to another level. It's the classic hero scene where they overstrain and do something fantastic but it significantly impacts their powers (for example they can't draw on them or lose them or change them). Power comes at a cost.
A subset of moves, the Cinematic Moves, invoke the neon-noir feel. These range from a voice-over monologue to start the game, to downtime montages, flashbacks and then an end-credits scene. These would be particularly effective in campaigns.
The book delves into the City, describing districts in generic terms. It's surprisingly effective. Calling something 'Downtown', or 'The Industrial District' actually works well to get that dark, rainy, grimy neon-noir feel. There are plenty of non-player characters and mythoi described. Some of the underlying nature of the City is also outlines.
Guidance is given on creating plots and story arcs and leans heavily and an iceberg layout to structure cases by location and actions. Generally, it's a good framework, but the players will break it. There is no introductory scenario, although there are several available (including for free) on DriveThruRPG and the website.
The text can be a bit flowery; it does tend to be very descriptive. Overblown maybe, but the rules sections are better. It could just do with something to pull it together.
So, in conclusion; this first printing is a gorgeously illustrated book, with somewhat overblown writing, a game system that's the bastard love-child of FATE and PbtA and just screams mystery and neon-noir. It lacks easy to reference rules summaries, an introductory scenario and an index. And it's too big and heavy.However.
I loved what I read enough that having skimmed the free PDFs of the second printing that the publisher sent all the original backers, I decided to upgrade when I saw a copy of the deluxe set reduced at Gameslore in the damaged stock. It had a minor dent to the slipcase[1] but was reduced 30% or so. I sold my original.
The Deluxe Slipcase Second Printing. |
The second printing splits the books into two smaller hardbacks. The Player's Guide has the themes, character generation and core rules. The MC Toolkit contains the setting, scenario building and campaign materials. They're still full size, but much more handleable. Summaries of the rules have been added and a decent introductory scenario (which links to the one in the new 2019 Starter Set). The contents pages are more usable. They're altogether better books. The writing still has the same weaknesses with a tendency to be overly descriptive but I'm really pleased with these.
The elephant in the room?
The 2019 Starter Kit is great. It contains everything you need to get into the game and nice materials like the status cards you can use with dry wipes. You can even do limited character development. Rather than spend £70 on the core books, spend £8 on the PDF. Print it if you want a hard copy. It's a perfect taster for the game. Or get the free 2016 Starter Set; the rules are essentially the same (although they evolved before the game was properly published). But be warned; if you like noir and narrative games, this could be a slippery slope.
My 2nd City of Mist game at Revelation 2020. |
I committed to run City of Mist at Revelation 2020 (see my post here), and ended up running two different scenarios for two different crews. I used the 2019 Starter Set Characters, laminated at A3, with drywipes. One scenario came from the Starter Set and felt very classic noir investigation. The second drew more on the supernatural and came from the forthcoming campaign book 'Nights of Payne Town'. I've come away from the convention inspired by the game and I really want to run the campaign. I will definitely play this again.
Summary: Two gorgeously illustrated core books, with somewhat overblown writing and a game system that's the bastard love-child of FATE and PbtA. They just scream mystery and neon-noir. Clear references, a decent introductory scenario, only lacking a decent index. You can dip your toe into the water with the Starter Sets from 2019 (or 2016) if you're unsure of spending £70 on core rules. This is the best neon-noir game I've seen and it channels Marvel Netflix. Recommended.
--
29 February 2020
[1] If you are interested in damaged stock from Gameslore, they'll send you pictures of the issue if you email them.
Update Oct 2021: I have also reviewed the City of Mist campaign book, Shadows & Showdowns, on this blog.