A couple of weeks ago our Sunday afternoon play group played Ten Candles. Ten Candles is a narrative focused RPG where the characters in the game will all die. If you have played "Alice is Missing" before there is a very similar game setup and mechanic between these two games. Your players will create some players, establish a handful of relationships between each other and then setup some sort of personal goal. In Alice is Missing this is facilitated through the cards with the locations in the game and through the inherent relationships defined, such as someone being Alice's brother. Ten Candles handles this approach a little bit differently where players have notecards and have to write down some adjectives for their character. One is positive, one is negative and one sort of serves as a trigger that would make them lose hope in the world. The thing is, those aren't your character's motivations. You end up passing those to the players to your left and right. It was a cool mechanic and took everyone by surprise, while also establishing some "knowns" about the character next to you.
Conceptually Ten Candles is storytelling game where the players at the table need to setup scenes, and everyone needs to collaboratively play the scene out. Ten Candles uses a candle mechanic where after each scene or each failure in the narrative a candle is put out. These candles work as a sort of countdown to the end of the game where everyone has to eventually narrate their death. Our game centered around an unknown horror (known as "Them") that had been unleashed from a mountain by a railroad company that was drilling a tunnel through the mountain. That was the premise we started with and that is it. The game specifically instructs the GM and players not to prep the game in any way. From there I facilitated several scenes where our players were trying to escape the town.
The game played wonderfully at our table and there was a constant tension as our players had to make difficult decisions through each scene. There are a couple of caveats though to this game that I think need to be spelled out for players looking to play this game. First, I think there needs to be an understanding and level of comfort with everyone at the table about the emotional weight of this game. This isn't something you will be playing with people in a FLGS. Players can be hit with some pretty heavy stuff and there is emotion at play. I was on the brink of tears while playing Alice is Missing and we had several who had similar emotional reactions here as well. Second, everyone needs to be on the same page with playing the game. The game rules are incredibly loose; some people need to understand the assignment and come to the table to play cooperatively.
Comparing this game to Alice is Missing, I like it more, but I think it is a bit hard to facilitate the game. There are some good prompts in the back of the book, but there were a couple of times where I was struggling to make sure, I queued up enough scenes to go through all of the candles. I would highly recommend just straight up asking your players to suggest or craft a scene with you. Specifically asking also helps to make sure the players can try and hit the narrative points on their notecards.
As the game progresses you will burn off your notecards with your traits and also put out candles. The end of the game is narrated in the dark and is very impactful. If possible, I would highly recommend that you setup your game session where everyone gets up and quietly leaves without saying anything.
Overall a wonderful a experience that shared a lot of similarities to Alice is Missing.