π 8 min read
This a board game review of Formula D. There will be a Game Night blog post up, very soon. Enjoy!
This a board game review of Formula D. There will be a Game Night blog post up, very soon. Enjoy!
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| Sexy Minis |
Another cracking evening at Norwich Board Gamers, with a great turnout and a HUGE mix of games that really delivered - from tight cooperative play to full-on mind games and table-wide confusion.
Thanks to everyone who came along and made it such a fun night. And of course, a big shout out to the ever-enigmatic Lewis, ring mastering the whole affair with his trademark energy and personality. The man who keeps the wheels turning.
Here are the games I managed to play...
What followed was an evening that was equal parts promising, rushed, chaotic, and - ultimately - fun.
We had four players and a Loremaster (GM), running their first session of The One Ring. Experience levels varied: one new player, three experienced (two of us having run games ourselves).
The plan? Fit an entire adventure into 2.5 hours.
Ambitious.
I went in expecting:
To the Loremaster’s credit - we got a lot done.
Before diving into the story, it’s worth touching on the system itself.
The One Ring is refreshingly intuitive once you grasp a few core ideas:
The system clicked quickly for all of us, which is no small achievement for a first session.
We began, as tradition demands, in a tavern - the Prancing Pony.
Our group had apparently been travelling together for years under a shared patron. No real discussion, no character-building moments - just a narrative drop-in and a hint of an incoming quest.
And then… we were off. Or rather, ushered.
There was little room to breathe. Roleplay opportunities were minimal, not by design, but by necessity. With a strict time limit, the group (sensibly) chose momentum over flavour.
I did not.
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| Axes are 'easy-mode' |
I played a dwarf loosely inspired by a more mercurial, opportunistic archetype - quick-witted, slightly self-aware, always ready with a line.
Or several.
I tried to:
But the table dynamic leaned heavily toward:
“We’re on a mission. Let’s move.”
Understandable - but it did mean that much of the roleplay I enjoy simply didn’t have room to land.
So I adapted.
Badly, perhaps.
Leaning into the chaos, I began flirting with the edges of immersion - borderline fourth-wall humour, observational commentary, and a steady stream of dry remarks.
Not my most refined performance - but I was entertained.
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| SPOILERS!! |
The structure of the session became clear quickly:
We encountered:
Combat, to its credit, was excellent:
The Loremaster made a conscious effort to push outcomes forward, even stepping in to accelerate resolution. It broke immersion slightly, but kept us on track.
Given the time constraints, it was the right call.
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| More Spoilers... |
After effectively “skipping” several potential encounters (again, to save time), we arrived at a goblin cave.
Stealth failed spectacularly.
Combat began.
This time, we knew the system - and it showed. The fight was efficient, coordinated, and decisive.
Then came the boss:
And… she went down fast. Very fast.
I landed the final blow - clean, decisive, satisfying.
And just like that, it was over.
Not through fault - but through time:
There were moments that could have blossomed:
But each was trimmed to keep the session moving.
For a first-time run?
Impressive.
Strengths:
Areas to grow:
At one point, I suggested:
“Let us describe what we want to do - then you handle the mechanics.”
He took it well. The game improved immediately.
That alone speaks volumes.
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| The Fellowship |
Was it rushed? Absolutely.
Was it enjoyable? Yes.
Would it have been better over 2–3 sessions? Without question.
But that’s the reality of modern gaming:
Too many systems. Not enough time.