The coven is where the sisterhood is safe, where memories can be made, where its members can rejoice in the company of each other, where threats can be faced together, and dangers overcome, even if that is at the cost of memories. For memories represent power. But give up too many memories, use too much power, and the afterlife may become a dark and evil existence. This is the underlying story to Last Sabbath, a storytelling game of the history of a coven of witches and warlocks. The history will take them from their calling and formation of the coven through the appearance of a threat which imperils the coven, the discovery of how that threat can be defeated, and ultimately a confrontation with that threat and the aftermath of that confrontation. As the history progresses, the events and Memories are recorded in a diary. To defeat the threats and dangers they may face, the Witches may draw upon these Memories or their life sources to power charms, spells, and incantations. As a result, they will lose the Memories or age minutes, hours, or years, and potentially die in the process. They will have an existence in the afterlife, but the number of Memories lost determines the nature of that existence. A few and the Witch will return as a familiar to the next generation, too many and the Witch becomes an evil ghost!
Last Sabbath is from the Italian publisher,
Officina Meningi. It is very rules light and
can be played as a group or solo, and is designed to be played without a Game
Master. As a solo roleplaying game, Last Sabbath is a journalling game, whereas
in a group, the journal, or diary, is shared. It is played over the course of
seven Scenes—‘The Calling’, ‘Initiation’, ‘Danger’, ‘Research’, ‘Revelation’, ‘Threat’,
and ‘Epilogue’—which takes the Witches through their story and the story of the
coven. There is no setting beyond the fact that there is a coven and a threat,
the players being free to create their own during the first scene, whether that
is Witches at a school of magic, a coven fleeing the Salem witch trials, or modern
day coven protecting a small town.
The Scenes are further subdivided into Rounds, either three, five, or seven,
depending upon the length of game that the players want to play. Each Scene is driven
by three Leading Questions and six Prompts, the latter intended to be rolled on
a six-sided die, or alternatively a Divination, of which four methods are
given. The push here is to use the Divination means as six prompts is not
enough and does not offer enough variability for repeat play. The Divination
can also be used as means to suggest a resolution also. In each Round, the players
take it in turns to narrate the Story from their Witches’ perspective, inspired
by the Prompt or Divination. Interaction between the players and Witches is
limited, a player and Witch only able to respond directly to the narration of
another player and Witch when it is their turn. At the end of her narration for
a Round, a player notes a Record of it in the diary, and at the end of the
Scene, the player marks one of these Records, whether it is personal or
pertains to the whole coven, as a Memory. As the coven faces greater dangers
and the threat, these memories can be consumed to cast ever increasing more effective
magic—Charms, Spells, and Incantations. Casting an Incantation has the greatest
effect, such as regenerating the whole of a burned down forest, exorcising an ancient
evil, or sending another Witch through time, but also the greatest cost, either
terms of Memories or the Witch’s life itself. It represents the greatest
sacrifice and will likely come in the penultimate Scene, ‘Threat’, when the
coven will confront the danger at the heart of their story. The ‘Epilogue’ has
only one Round, in which the players each narrates what happens to their
Witches, including those who died, in a single Record.
The last quarter of Last Sabbath is devoted
to divination methods. Four are given—Tarot, Rune Stones, Mikado, and Tea
Leaves—along with instructions on how to use them and then interpret the readings
as prompts for each scene. Some are easier to use than others, and some will
take longer to use and interpret, and so may slow game play down. The latter is
less of an issue in solo play, but in group play, it may become a problem. The
Tarot cards are likely to be more familiar and easier to interpret, whilst the
Runes are more flexible and open to interpret. The Mikado is likely the least
familiar and will take some adjusting to. Which leaves the Tea Leaves, the most
ambiguous and most open to interpretation, but also the most charming and
relaxing since it involves making tea in a teapot and drinking the tea to find
the results. All include examples of interpretations. What might have been
useful is a bibliography of books consulted for these methods. That said, they
offer a greater variability than most journalling games do, since the prompts
they provide are open to wider interpretation.
Although Last Sabbath is described as being
suitable for being played as a solo journalling game, this aspect of its play
is not explored beyond a single paragraph. The lack of advice on this and other
aspects of play is disappointing. Last Sabbath is not a long roleplaying game,
especially given that its lats quarter is given over to alternative, but
thematically appropriate means of generating prompts. Arguably, one of these
means could have been dropped in favour of more advice and support, especially
for solo play. Or simply, the page count increased from forty-eight to sixty
plages.
Physically, Last Sabbath is boldly
presented in splashes of red and black with stunning artwork. The artwork really
is good, but it does not always feel appropriate. The artist—Loputyn—is noted
as being part of the Lolita fashion moment, and this is reflected in the art style
of Last Sabbath. It means that the witches depicted are young, and often nude. The
artwork is not explicit, but because it only depicts the Witches as young girls
and not a wide range of ages, the look of the roleplaying game does lean
towards the prurient. This is in contrast to the writing which states that the Player
Characters can be warlocks as well as witches and that each player is free to
decide who her witch is. As a consequence, there is a dissonance between what Last Sabbath is about and how it looks, such that it is either going to put off
the audience it is intended for or attract the attention of an audience for
whom it was not intended.
Where Last Sabbath is at its best is in the inclusion of its four real-world divination tools as a means of creating prompts and driving the story forward, as they bring a physicality and a verisimilitude to the play and give the players something to interact with. Yet ultimately, Last Sabbath is underwritten as a roleplaying game and definitely as a solo journalling game. It does not provide enough structure or advice on how to set-up or play the game, relying instead upon the players to provide that, giving them more work than is really necessary. With that in mind, Last Sabbath is best suited experienced players who can overcome its issues.

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