Last night, our gaming group didn't have our full complement of players at the table so, knowing this, I thought we'd go with a one-shot game of "Dogs In the Vineyard," another game from D. Vincent Baker, creator of "In a Wicked Age."If you've read the Dark Tower series by Stephen King, then you know the game's essential premise: You are the Dogs; aka, King's Watchdogs or, more formally, the Order Set Apart for the Preservation of (to?) the Faith and the Faithful. You are holy gunslingers, preachers and magistrates who travel from branch to branch (read: town), righting wrongs, judging sin, exorcising demons, laying on hands, anointing with Sacred Earth, etc. So you're gunslingers, but you and your iron are the mouthpieces of God, aka the King of Life. You have not only civil authority but unquestioned moral authority in the eyes of the Faithful.
Steve, Derek and I had a pretty good time. None of us had played it before, and I hadn't even read the entire rule book. However, with enthusiasm, we dug in. Character creation was a breeze, though I wisely read aloud the chapter on Conflict Resolution before they created Dogs. I say "wisely" because it's tough to understand where/why to assign dice pools for Stats, Traits, Relationships and Belongings if you have no idea how they apply in play.
Simply put, we loved the poker-esque style of conflict resolution. It made perfect sense to us. Roll the total of all appropriate dice pools (two Stats + Relationship dice, if appropriate). The two highest dice are added up and that acts more or less as "initiative" if there's no clear instigator. However, that was a point of confusion for us, I'll admit. "Do these two dice factor into an initial See? Can we use those dice again for Raises and Sees?" We quickly realized that it's basically initiative and those dice can, indeed, be used for Raises and Sees. They aren't "put forward."
Raises and Sees, Escalations and adding dice from Traits and Belongings all made sense and were freakin' awesome. Though none of us are poker players (but we know how it works), we loved the feel of it. I've never seen a dice mechanic so perfectly suited to the theme of the game being played. It'd actually be fun to play with custom cards instead of dice, but you'd need a shitload of cards. If you're rolling 6d6 at the start of the conflict, you'd need 36 randomly shuffled cards to deal down 6. It's not utterly impossible or too mind-blowing, but dice work just fine, thank'ya.
We didn't get to play a full game, but we did go through initiation, which was pretty fun. Steve's rather rifle-focused character had "I hope I can solve the problem without using my rifle" (awesome) and so his initiation conflict was finding a Mountain Person (a heathen Native) about to sneak into a farmhouse near Four Bridal Falls, his tomahawk out. Steve found out the family had cleared some of the Mountain People's territorial woods, and ploughed a field over the remains of his ancestors. The Mountain Person wanted to kill the farmer to avenge the desecrated memories of his ancestors. Steve wanted to stop him without resorting to his rifle. They started by talking, but Steve ended up having to escalate to his rifle to win. So he got the trait "Had to pull my rifle 1d6."
Derek's character had the initiation conflict of not losing his temper. He was faced with the execution by hanging of the three leaders of the bandit gang he used to lead, Satan's Posse. (He, himself, was a convert to the Faith.) The senior Watchdog of the Faith tested him by making him responsible for the public execution. His conflict was with the main leader of the gang who cursed him and called him a gutless worm who deserved to hang instead of or alongside them. Derek won the conflict, and so didn't lose his temper and pull the gallows lever in hate or wrath. He did pull the lever (the execution couldn't be forestalled) but he did so speaking scripture, knowing the Word of the King of Life would not be adopted by his former fellows. So he succeeded in his initiation and got the trait "Didn't lose his temper at a critical moment 1d6."
We only had an hour left of time available for play, so we opted not to try to squeeze a town in and come away with a "Well, that was rushed" impression. That's a great sign, I'd say. People had fun and that's what we wanted to remember. Steve even said he'd be buying the game at GenCon. Makes me wish I could go to chat with Vincent.
Ultimately, if you're a fan of Deadwood and/or the Dark Tower series (and love the character interactions and manner of speaking in Firefly), there's no way in Hell you'll not love this game.
The best podcast review for "Dogs In the Vineyard" is Episode 6 of Have Games, Will Travel. That can be found here (direct link to the podcast episode itself). It explains everything concisely, clearly and it's just the right length for a podcast game review.
edit: Looking back on the initiation... I think we (errr... I) screwed up. It wasn't Steve's job to go against his nature, but my job as the GM to beat him at his nature and thus accomplish his hope; viz., "I hope I learn to solve problems without resorting to my rifle." Same with Derek: He ought to have been playing his character as unapologetic about his temper, and I ought to have given him a situation/person that tried to teach him to curb his temper. Wooops... We did it backwards.


