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| The Wretched - a zine based solo journaling RPG |
I picked up The Wretched on impulse when I saw it on a Kickstarter notification. It was inexpensive, seemed to have got good feedback and even came with a soundtrack. I was also intrigued at the idea of a solo RPG that I could play myself.
TL;DR: The Wretched is a small, simple, solo RPG in zine format with a feel very like the film Alien. It is a journaling game, with the journal taking the form of audio recordings. It works well, but has limited repeatability. I enjoyed it enough to make the audio recordings.
Physically, it's an attractive 28 page staple-bound zine, with a distinctive cover. The layout is very nice, simple single column done attractively.
The game set up is that you are the last survivor of a salvage ship, The Wretched. Your engines have failed and your ship has been attacked by a hostile alien life form. You went full Ellen Ripley and ejected it through the airlock, but somehow it survived. And it's trying to get in.
You (or your character) spend the game trying to fix the engines, nurse life support along, get the distress beacon going and boost the range of the transmitter. The zine starts with a trigger warning about the themes, recognising that the themes of isolation, fear and struggle may not land well with some readers. The game cites John Carpenter (music and films) and Nine Inch Nails as influences. The soundtrack shows this.
Survival can only be achieved in two ways; activating the distress beacon and then surviving long enough for someone to hear and rescue you. Alternatively, you could fix the engines and leave the creature behind.
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| Set up and ready to go. |
Mechanics of play are simple. You have a pack of cards with the jokers removed, a single six sided dice, a Jenga tower and ten tokens. The game recommends that you make a recording with a camera or microphone as you complete each day. I didn't. I recorded the cards and the outcome on Google Docs and then made a recording afterwards over a couple of days. I ended up with 31 minutes of recorded material and notes which you can find by using this filter.
Each day, you roll the dice and draw that many cards, and resolve their outcomes. These are clustered by suit - ship systems (hearts), ship structure (diamonds), crew (clubs) and creature (spades). Aces are good (they result in things like the distress beacon being fixed). Kings are bad, and drawing all four will end the game as the creature will find and kill you. Most other cards pose questions about situations, and result in blocks being drawn from the tower.
It's quite immersive, and as the cards draw down, you can feel your doom approaching. The creature is implacable. The ship is wounded. The engines damaged from the collision that brought the creature onboard. The signal from the beacon has a long way to go to get a response.
I'm dropping a jump break in now as the next part of the review contains spoilers.







