Orkish Odyssey

Brindlewood Bay: A Review

I recently finished a short campaign of Brindlewood Bay and I had a number of thoughts while running it that I figured might be useful to others curious about the game or interested in running it themselves. Our campaign was not “ideal” in a couple ways: we had to conclude the campaign before I was able to introduce the Void Mystery, so we did a short epilogue at a natural stopping point instead.1 There were also some scheduling issues with the players, so half the party ended up getting replaced by new players near the end of the campaign. But honestly, that’s the way the cookie crumbles and those logistical difficulties didn’t really impact my enjoyment of the game.

Brindlewood Bay, written by Jason Cordova and published by The Gauntlet, is a Powered by the Apocalypse (PbtA) game about elderly women solving murder mysteries in a small coastal town in New England. Over the course of the game, these women (the Murder Mavens) discover an eldritch conspiracy connected to various strange events in town. Essentially, it’s Murder, She Wrote by way of H.P. Lovecraft. Brindlewood Bay is probably best known for its approach to mysteries: instead of each mystery having a single predetermined solution, the mysteries have a bunch of vague clues that the players connect and “solve” with a PbtA Move. This has inspired a rich ecosystem of “Carved from Brindlewood” (CfB) TTRPGs; though if I’m not mistaken, this system was actually adapted from Apocalypse by Moonlight by Oli Jeffery.

The Good

The Bad

The Ugly

After a couple sessions of this game, one of the players brought up that this game has some kind of weird and uncomfortable moments related to the way it portrays elderly women. I think it’s honestly really cool and bold to have a game where the PCs have to be older women, but this is occasionally undermined by the game’s own ways of speaking about these women.

The biggest offender that this player pointed to was the End of Session Questions, which the Mavens use to generate XP. These include the question “Did you behave like a woman half your age?” What is this supposed to mean? Not only is it vague, and thus difficult to determine whether it has or hasn’t been triggered, but it also seems to conflict with the game’s stated intention of portraying elderly women who are “whole characters and not caricatures.” This Question assumes that there is something fundamentally different about young women and older women when the game seems to be trying to make the point that older people, older women especially, are capable of anything their younger counterparts can do.2

I think some of the Mysteries can also be a bit strange in how they portray elderly women. “Jingle Bell Shock” is probably the worst offender, as one of the Suspects is Mother Hawthorne, portrayed as an ancient crone who continues to live on through vaguely supernatural means. Conceptually I think this is an interesting idea, but I again it kind of clashes with the game’s efforts to be sensitive to the experiences of older women. Overall, it contributes to the impression that Brindlewood Bay’s elderly female characters are kind of the butt of the joke in some ways? I’m sure this was not intended, but I feel that the game isn’t quite as sensitive as I’d like it to be, and this also caused a bit of discomfort among the people I played with.

Conclusion

Overall, I enjoyed my experience with Brindlewood Bay. I’m sure a large part of that is due to the people I played with, who were funny and awesome and super supportive, but I think part of it was definitely a result of the game itself. That said, I was continually frustrated by the lack of support it gave me as the GM: it was my first time GMing a PbtA game, but I’ve also read other PbtA games that have more specificity in the Moves and more guidance for the GM. A lot of The Gauntlet’s advice to GMs in this game and other Carved from Brindlewood games focus on tips to be a “rockstar GM” but I would really rather have a set of consistent procedures or guidelines that I can use so I don’t have to be a rockstar GM. The amount of improv required to run this game, and the lack of certainty about how good of a job I was doing, made this a very mentally taxing GMing experience. I doubt that I will return to Brindlewood Bay, but I think it has probably made me a better GM in some ways, and I am still interesting in trying Public Access, as well as other PbtA games that are a bit more procedural.

  1. I would recommend 12-16 sessions for a campaign: we had only 9.

  2. While writing this review, I brainstormed an alternative to this Question and came up with the following: "Did you voluntarily expose yourself to embarrassment, rejection, or physical injury?" I would also replace the vague Question "Did you show someone that you've 'still got it?'" with "Did you exceed a younger person in a mental, social, or physical encounter?"

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