So I'm going through all the games that were submitted, before the final cut and I'm going to give some quick, twitter thoughts in regards to the ones that I've managed to read. There are over 50 of them so anything more than 140 characters is going to give me a headache. Some of them have even been up on Twitter, imagine that.
Note, they aren't in the same order as they were on the Game Chef page.
1. Pub Crawl by Samuel Briggson
The Good: Pub Crawl looked like a lot of fun. Totally something i'd want to play which I didn't think when I first looked at it.
The Bad: Fudge dice? What's with all the Fudge Dice everywhere? Did Grey Ghost bribe everyone and I didn't get the memo?
The Other: A little like Penny for My Thoughts, with booze and many more stories being told about what happened.
Would I play this? Most certainly.
2. nowhere ROAD by Jamie Firstrom and Mark Nau (black/white stone mechanic)
The Good: Yay open design? Actually the map bit is really nifty and I like the idea of the road movie.
The Bad: Dear nowhere ROAD. Can we drop the self congratulated tone in the writing, please? It doesn't add to the game and looks wankerish. Kthksbai!
The Other: Totally use the other people choose your real need, what you actually want to learn from the road trip. Really nice idea.
Would I play this? i'd like to like it, but the writing kept throwing me off. I know its a draft, but it kept pulling me out.
3. The Chaos Lords and the Desert of Death by David Best
The Good: Epic Death Scenes? Robotic Abraham Lincolns? High powered ridiculousness? Yes please!
The Bad: A d30? Really? Roll percentile and reroll 70% of the time if you don't have a d30? Um ... maybe not
The Other: Keeping the Epic Death Scene. Death will not make it past us!
The Other 2: Excellent use of Keeton. 1km1kt.net folks will be proud! ^_^
Would I play this? Yeeeeees? I'd just take a d6 and go 1=0, 2-3=1, 4-5=2, 6=3 and avoid the many, many rerolls but I so want to play Metal Jack Black taking on Death.
4. Cosmic Journey by Krista White
The Good: It is full of awesome. From concept, to execution to the charitable donation request on the front. One Great Rock Show to Save the Universe.
The Bad: Lots of little fiddly bits, like printing lots of cards. On the plus side there are instructions on use.
The Other: I think that @kristaewhite had a darned good chance at winning #gamechef and I'm only five pages in.
Would I play this? Yes. Very Yes. You should to. Any way you want it. That's the way you need it. Any way you want it.
5. Going Home: an Urban Power Fantasy by Mikael Andersson
The Good: You weren't kidding when you said it's Falling Down the RPG. Totally got flashbacks of being a kid watching this.
The Actual Good: I like that the scenes are driven by asking questions, and that your antagonist's goal is to push you towards answering it.
The Bad: A little on the confusing side. I think I'll need to read it again ... again. That way I can make sure I got it.
The Other: It always heartens me when people try to address moments of privilege in RPG books, we need more of it, and kudos for throwing possible problematic stuff in there.
Would I play it? Yes, but right now only with Mikael. Since he doesn't live too far that's not that hard for me.
Would I play it 2?I think it would be rather epic.
6. In Skin City You Need An Edge by David Wendt / Doc Blue
The Good: Really? Crosswords? That's gotta by one of the niftier mechanics out there. Who is going to make the Sudoku RPG?
The Bad: Seems that with high rolls you could get less bad things, maybe I'm just an asshole when it come to resources.
The Other:I will be amazed at the map mechanic for the rest of the month.
Would I play it?Totally, it seems like something you can get done in a couple of hours if you're good at dealing with words.
7. Danger Mountain by Jason Morningstar
First thought: Unrelated to the game, self-discovery seems to be the sub-theme this year.
Second thought: It seems that secret stuff is also coming up again. It's an interesting idea.
The good: Looks like an amazing good time. Easy to pick up, easy to play, great stories told.
The bad: I also like it when it was called Fiasco. Very, very similar play feel except that it's got more fixed characters and questions
The other: This is still awesome and is going to certainly be in the running for best game to play.
Would I play it? Yes please. Several times in fact.
8. Paths of the Resolute by Jonathan Janssen
First Thought: I almost did the same thing, where I had different bonuses be used for different parts, but reading this makes me glad I didn't.
The Good: I love the tatoo idea, where you put stuff on the character sheet that says what you believe in. It's got a great feel to it.
The Bad: It's really a game about setting rather than people. The cool part is the traps and how you get past them.
The Other: Note to self and others. Don't do funky background colours, it makes it a pain to print out.
Would I play it? Probably at least once. I'd have to see afterwards what it was like.
9. The 7 Symbols of San Rio by Joe Jeskiewicz / Artexercise
The Good: Two pages. Good job at condensing it down!
The Bad: Maybe a little too good. It's kind of dense and a little confusing.
The Other: The text box that says, "This game is incomplete. I needs you to fill in the blanks." Makes me say, "certainly it feels like it."
Would I play it? No. It looks like it takes a lot of work that I don't particularly want to do at this point in time. Maybe if I was really in the mood to design a game around a game while in the midst of playing the game.
There are the first nine, only lots more to go.