My First Cooperative Game!
What was my first cooperative game?
This is a cooperative games blog. We have mostly done Board and Card Games, but we have rarely have alluded to Role Playing Games (like Dungeons and Dragons/Pathfinder in this post). BUT: the first cooperative game I played was the RPG Dungeons and Dragons. Our characters worked together as a party to take down some big bad, explore the forest, heal each other, and save each other. So, even though we nominally only talk about Board and Card Games, RPGs have a special place in my heart and … now my blog.
Get The Funk Out!
Spirit of 77 is a Role Playing Game set in the late 70s (77?). It’s a cooperative experience as players work together to solve some of the most RIDICULOUS adventures you have every played. Seriously.
Junkerman discovered Spirit of 77 at Isle of Games and was immediately smitten. The idea that players take on the role of a 70s trope character sounded so funny! Pick your favorite 70s TV show, and become that character! 70s cop? 70s martial artist? 70s Love Boat? 70s Fantasy Island? Take your character and guide them through an adventure!
The RPG itself is fairly simple. It reminds me a little of FATE as you have plot points and you have simple roles. You can succeed on a role, succeed with a cost, fail with a minor cost or fail miserably (paraphrase). The fun part of the game is that you can “offer” up to the DJ (Oh yes, the Gamemaster is called the DJ for reasons that will become apparent) thematic reasons why your roll failed.
“I try to help BigFoot because he’s on fire! I (roll) and succeed … but with minor cost.”
“So… what’s the cost?”
“Umm, I succeed in putting BigFoot out, but my afro is on fire now!”
The BEST part of the game is when you fail miserably. Because, you don’t know what will happen next!
One of the funnest parts of the game was that the Gamemaster, (I mean DJ), has a playlist for his adventure. And this worked great and was very thematic. As new events happen, the DJ would break out the next song (a 70s classic of course) and introduce the new event.
My favorite song: “Oh, that smell!” when we encountered the giant manure pile.
The Two Major Rules
Junkerman’s main rule: things that could NEVER succeed in real life will succeed in the Spirit of 77 world. A simple example: CC’s character had a mechanic follow him around. After we went through the time warp in the land of the lost (really), we needed him. Even though we NEVER said he came with us through the time warp, he just showed up … because.
And that’s the second rule: Given Choices, the Funniest One wins. Our ethic in playing this game was like the writer’s room for a comedy TV show: we were constantly trying to outdo each other and make each other laugh with ridiculous choices. For example, we were given a chance to train BigFoot to do ONE complex thing. What did we have him do? Drive an AMC Pacer and jump 20 Ford Pintos in the Pacer. Because it was funny (well, you had to be there I guess).
I grew up watching Sanford and Son the 70s TV show, so I thought it be fun to be Lamont Sanford, aka Son. The premise would be that Lamont was trying to figure out how his father died. And course, it was even funnier that Lamont was haunted by the ghost of his Dad who would show up and give him hints … “You Big Dummy! You went through a warp gate!”
Our last game ended when Bigfoot, whom we had befriended, was driving an AMC Pacer. He had to break the top of the car so he could drive. To win, we had to get Bigfoot to jump 20 cars (all Ford Pintos), while catching our other character in the air. Fireworks were going off in the background as Bigfoot jumped the pintos …
This is the most ridiculous game I have ever played! And I have never had more fun. As long as you have a group that doesn’t take itself too seriously, this can be the most fun RPG you have ever played. We grew up in the 70s, and so maybe part of the fun was just making the 70s references. But, we all had a great time. This is a great cooperative game that is probably under your radar.