Last night we played a quick one-shot of Cocaine Owlbear, because Megan was out of town so D&D was on hold. After we get to the insanity, some thoughts on the game.
BUT FIRST.
In the land...wherever, four woodland creatures have killed a courier carrying magical cocaine. The reason they killed him are a little blurry, but the important thing is that they're all now sapient and able to communication, perhaps a bit crazed and jittery, and do not want to lose their newfound intelligence. That means MORE COKE IS NEEDED.
Our crew is:
Rex, the Owlbear. A huge, hungry, aggressive owlbear - but also the lightfingered technician of the group!
Mr. Apples, the Deer. A stag with a rusty flail tangled up in his antlers. He is...not adjusting well to intelligence, and has taken to just licking anything he comes across just to see what it's like. He is the fastest of the group, their speed demon!
Bubbles, the Skunk. Bubbles is a skunk and OMG HE IS SO VERY EXCITED. He is clever and good at finding stuff, and is the scout of the group.
Glittery Giggletoes, the Unicorn. Glittery is the mastermind of this crack crew of coke-fiends. She is a black unicorn, and is always shedding just a bit of glittery. She's also wearing the long coat that the animals took off the courier.
The courier was carrying a map, which indicates that he was going to take the path through the woods (the words "STAY ON THE PATH" are written on it, but he kinda didn't, which is what got him killed). The four creatures go through his belongings, including magic scrolls. Glittery realizes that his map also contains a complicated, precise plan for stealing more enchanted cocaine - there's a tower indicated on it, with the notation "BITCHY WIZARD?", a village, some big...rectangles? Also "DWARVEN GUARDS" and some short stick figures. Maybe it's "GOURDS," Glittery's not sure.
The creatures go through the woods until the end of the path, and see that it ends just before the village. Bubbles sneaks out into the village to scout around, and discovers that the village butts up against those big rectangles, which are actually huge standing stones. Getting to them, and thus to the tower beyond, would require either going through the village or going north through the woods and then crossing a big open vulnerable plain.
They decide that Bubbles will sneak through the village to the edge of the patrolled area and then set off a big ol' stink bomb, distracting the guards (or gourds) long enough for the other three to quickly cross the plain and then take 'em out. Mr. Apples, Glittery, and Rex wait in the woods and Bubbles creates his smelly distraction (picture a big ugly green mushroom cloud), and then they rush!
(Well, Mr. Apples zooms across, Rex galumphs quickly, and Glittery just teleports.)
They engage the dwarves, already choking on skunk-smell! Rex tears into them, Glittery impales one on his magnificent horn, and Mr. Apples whips his horns back and forth, whips his horns back and forth, thus whacking them with the flail. This hurdle cleared, the creatures arrive at the bottom of the tower.
The door is locked, but Rex easily picks the lock with his deft talons. Glittery opens the door, and a magical projection of a wizard appears. He's fancy and has a fabulous robe, pointy ears, and a circlet. He tells the creatures that they are not welcome. Mr. Apples tries to lick him, but it's very difficult to lick an illusory projection, which just confuses the stag. But the projection lifts up its staff and a blast of magic throws them all back!
Glittery tries to teleport past the projection, but vanishes entirely. Now without their mastermind, the others consider their options. Mr. Apples casts a spell that he stole from the courier, creating a bit bramble ladder going all the way up the tower, and they start to climb (which is easy enough for Rex and Bubbles, and doesn't make a lot of sense for Mr. Apples, but don't think about it too hard).
Glittery, meantime, appears in someplace that's completely dark. She focuses for a moment and sparkles a bit more to create some light. She discovers that she's in a stone room with no windows or doors, and there's an elf chained to the wall!
The elf resembles the projection that the creatures saw out there, except he's filthy and has clearly been down here a long time. He tells Glittery that he was imprisoned by "them", and that "they" tricked a courier to bringing more enchanted cocaine, but then "they" are going to kill him and take it! He says that he could probably get them out of here if she frees his hands, and Glittery agrees, smashing the chains with her horns. She puts the elf on her back and, with his help, teleports out!
The other creatures emerge through a window on that vine ladder into a high room in the tower, and it's like a belfry (but with no bells). There are owls huddled in the rafters, watching the creatures carefully. One of the owls flutters down, and with bloodshot eyes, demands the coke.
At this moment, Glittery appears! The elf falls off her back and yells "THEM!" And then crawls over and starts wiping the guano off a spellbook. The owls take flight, and the creatures spring into action!
Rex hurls the small bag of coke he has out of the window, which has the desired effect of luring the owls out to fly around in it. Mr. Apples casts another spell and summons a dude all in neon lights swinging nunchucks, and Bubbles stands by the window and sprays out into the coke cloud. The owls fly in, and the nunchuck-dude whacks them away as they choke on the skunk-spray.
The wizard manages to get the book away from Mr. Apples (who was trying to lick it), and casts a spell, reasserting control of the tower. Bubbles finds a hatch in the floor and Rex opens it, and it drops them both into a pile of cocaine! The owls now dead, smelly, or banished, the creatures turn their attention to the wizard.
The wizard isn't dumb enough to want to fight these folks, and besides, he has something they want! He offers them a job - they patrol his grounds (since they killed his dwarven gourds. Or guards), he'll keep them supply with coke. And apples. And...whatever other tasty foodstuffs they might like.
The woodland creatures agree, and everyone celebrates! SNOOOOOORT!
(OK, now some thoughts on the game itself.)
The "book" is 20 pages (included the covers). 13 of those are character sheets (because each of the 12 animals you can play get their own, and then there's a blank, too), 5 are game setup charts, and one (1) is game rules. Now, this game is based on Honey Heist, which is one page in toto, but I feel like one extra page would have been really useful so the game could explain how it's meant to look. Like, clearly the tension is supposed to come from the back-and-forth between the stats, but it's not well-explained under what conditions that happens, and the text says that you roll 2 dice and take the lower when you "use your abilities as a woodland creature." What I think they meant was when you use your special ability, and I think that because in Honey Heist it explicitly says that you get that bonus when you do something related to your role in the heist or your bear-species power (polar bears swim, f'rex). Likewise, the text has multiple (and not exactly matching, though not explicitly conflicting) versions of how you move points around.
I knew all this before I ran the game, but I figured that at the table we could make it work, and we did, it was a lot of fun. But honestly, it's amazing how much more clearly Honey Heist puts across the same ideas, and how much more the mechanics actually put across the tone and flow of the game.
There's a temptation in humor games to just write wacky shit, but the truth of the matter is that writing an RPG is equal parts awesome creativity and boring figuring-things-out, and they both need to work. A good game designer can make it work even for a game about a very silly, very specific situation. A middling game designer often either tries to overthink it (leading to huge, sprawling books with millions of subsystems) or thinks that the mechanics of the game are somehow less important or less artistic, which leads to games that sound cool but don't actually work at the table, especially long-term, because the boring bits didn't "inspire" them.
Anyway, I don't write game reviews anymore, but that was all in my brain so now it's here instead. SNOOOORT.


