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    1979

    1979

    Val McDermid

    (0 Ratings) Rate It

    Book

    1979. It is the winter of discontent, and reporter Allie Burns is chasing her first big scoop. There...

Honey Heist
Honey Heist
2017 | Dice Game
Silly & Engaging (0 more)
Balancing feels a bit off (0 more)
A Roaring Good Time!
I ran a one-shot of Honey Heist with my TTRPG group and had an absolutely wonderful time with it. The rules are extremely simple (one page long!) and don't need a lot of effort/studying to get a game rolling. Honey Heist runs on a D6 system that's very GM-hands-off. The players completely run this game, and the only time you need to step in is when providing some description, for NPC role-play, or if your players need you to step in and help them out.

My players had a wonderful time with this game, and I did too. Of all the games I've run, it's probably the one where I had the most fun. We couldn't stop laughing, and I really felt engaged in helping my players move along through the story. As with all TTRPG sessions, things never go to plan and even with a really simple one-shot laid out, we had absolutely no chance of finishing a story in one night.

The one thing I will mention that I don't love is the point system in the game. Players have 6 points which they allocate to two dimensions: Criminal and Bear. Dependent on rolls, you move these points (for example, a player wants to knock someone out, they succeed on a roll and move one point to Criminal, thus they now have 4 in criminal and 2 in bear.) I found that pretty quickly balancing was precarious, especially because my players wanted to do a lot that was roll-worthy. We employed the mechanics that allow you to counterbalance a little bit, but it still felt tough to help my players stay leveled (or at least in territory where they were "safe".)

Overall though, this game is a wonderfully good time, and I highly recommend it if you're looking for a fun TTRPG to try out.