After some time wanting to play the game, I finally got a chance to play Archipelago III.

After some time wanting to play the game, I finally got a chance to play Archipelago III.

After some time wanting to play the game, I finally got a chance to play Archipelago III. It was as good as I thought it would be, maybe better. The game really flowed and we thought that it would be impossible to get to the Destiny for each character, but it worked and in a very natural and unforced way. 5 Stars, highly recommend if you haven’t tried it.

4 thoughts on “After some time wanting to play the game, I finally got a chance to play Archipelago III.”

  1. Interested to hear your story. When I played it, it felt like we had too many elements to tie together. We struggled with making a story that felt well rounded. I do love the ritual phrases, also the character destinies. The map didn’t quite work for me though. 

  2. Interested to hear your story. When I played it, it felt like we had too many elements to tie together. We struggled with making a story that felt well rounded. I do love the ritual phrases, also the character destinies. The map didn’t quite work for me though. 

  3. It has become one of my three go-to games, and my MVP game of 2015: Ran or played in at least a dozen sessions in English, Japanese etc; with campaigns ranging from “Arabian Fantasy” to “Contemporary Eastern Europe 9th Gate/Hellraiser” (the best I had with it). 

    Racing towards destinies can feel hard to manage at times, so in campaign games I tend to aim us towards lighter/not as “one shot/aggressive/revolutionary” destinies. Or else let destinies stay, but don’t necessarily aim square for them by the end of the first session, but rather by session 2 or 3.

  4. It has become one of my three go-to games, and my MVP game of 2015: Ran or played in at least a dozen sessions in English, Japanese etc; with campaigns ranging from “Arabian Fantasy” to “Contemporary Eastern Europe 9th Gate/Hellraiser” (the best I had with it). 

    Racing towards destinies can feel hard to manage at times, so in campaign games I tend to aim us towards lighter/not as “one shot/aggressive/revolutionary” destinies. Or else let destinies stay, but don’t necessarily aim square for them by the end of the first session, but rather by session 2 or 3.

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