the end of class if you wish to submit one.
This week we played T.I.M.E. Stories. This roleplaying, dice-rolling, mystery game is an exciting group experience. You and your fellow players are undercover agents travelling through time. You inhabit the bodies of asylum patients in the 1920s where you are finding clues towards a time-altering event you were instructed to prevent.
The hardest part of this game was decision making. As a group you must reach a consensus about where to travel and in smaller pairs or even individually you must make choices that alter events. Some information could be bought with your precious time units and sometimes you had to trust the roll of a die to determine your fate. Our group did a good job making unified decisions and learning from any mistakes we made along the way. I think this contributed to the comfortable atmosphere of collaboration and learning throughout our gameplay.
In this game there was an official leader however most decisions relied on communication and cooperation from the entire team. Different characters possessed different skill sets and it was important to make sure the best suited person completed a task.
My one critique of this game was its theme. While I enjoyed the game immensely, it does perpetuate the ableist “crazy asylum” trope that can be harmful to the disabled and mentally ill communities. To some degree it is the reality of the time period in which you are playing, however it still pokes fun at stereotypes.
That being said, this game is great for a group of people and I could see my friends and I really enjoying this game. I know there is another story/setting which I would be interested in playing. The escape-room vibes made me think of a particular friend group and I would like to see which characters they gravitate towards and what decisions they make.

