Wednesday, November 8, 2017

Come As You Aren't: A Role-Playing Game for Adventurous Couples

I found Come As You Aren't: A Role-Playing Game for Adventurous Couples to be uninspiring and poorly executed. That's not to say that everyone would feel that way; for me I think it was mostly that I had certain expectations and this game did not meet them.

First, there are no rules. The two-sentence description on the back of the box is all you get. It's probably to promote creativity or something, but it just felt undeveloped to me. The concept is you choose a Who card, a What card, and a Where  card and write down a time and place and put inside the included envelope. You leave then it for your partner to find.

I have so many questions. According to that, there's only one Who card. So I'm assuming Partner 1 picks out the scenario and Partner 2 enacts all of it? Leaving Partner 1 to improvise? I find it kind of annoying that the game doesn't provide a set of people on a Who card. I suppose this is where the creativity comes in--you could add a second card maybe? Instead though, you get one with a cheesy name, occupation, accessory, and a little three sentence description of their personality (also cheesy). Every description is written with unnecessary ellipses or em-dashes for the card to explain it's own joke. Every. Time.

For example:
Name
D. Major

Occupation
Concert Violinist

Accessory
Black Bow Tie

D. Major can't seem to stay out of treble...treble clef that is. [continues for three more sentences]

or

Name
Red Inkwell

Occupation
Bestselling Author

Accessory
Notebook and Pencil

Red Inkwell has a nice, well-rounded body...of work. [continues on]

I don't particularly want to be any of these people. But I do like that they each have an accessory so there is an element of dress up involved, which would help to get in character.

For the What, I would have hoped for a scenario, some kind of storyline. Instead, it's a small thing that doesn't seem like it would naturally come up at all and doesn't relate to the "role-playing" character aspect. "Be the one to suggest to go into the bedroom" is odd because 1) aren't you at a random place as described by the cards? and 2) the adventure level here is pretty low.  "At some point spill water on your partner and suggest a change of clothes" is another card. My partner and I agreed that we'd be annoyed if this were to happen. This has going for it though that Partner 1 is choosing something that Partner 2 will do, so at least they're choosing something they would like to have happen?

Where cards range from the weird/scary "A Public Restroom," "A Bathroom," "An Alley" to the mundane "A Parking Lot," "A Hallway,""A Kitchen." I think the aspect of writing a specific place to meet probably negates the need so specify whether the restroom is public or not, but there's a separate card for some reason.

Lastly, the box design. It's a slide out tray, which led to the included envelope sliding right out of the box and is now lost forever. No idea where that went. It seems like it would be an easy way to lose all of the cards too, but to my knowledge that didn't happen to me.

I would not recommend this role-playing game, but that doesn't mean that others would have the same view. I love to play card, board, and role-playing games, and perhaps that is why this one didn't work out for me as it left too much ambiguity.

I received a copy of this game from the publisher but was not required to post a positive review.

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