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I wasn’t sure what I thought of How We Came To Live Here, by Galileo Games, at first. It certainly wasn’t what I expected it to be. Before receiving my review copy, I really didn’t know anything about the game. I thought it had something to do with telling stories about people who were founding new communities in the wilderness.
As it turns out, How We Came To Live Here is quite a different game. It is a game that draws its inspiration from Native American history and mythology, and has a grounding in both the reality and mundanity of that history, and the fantastical mythological aspects of those peoples’ beliefs. The world of How We Came To Live Here is a fictionalized version of the American Southwest, and the people of the game world (referred to simply as ‘the People’) are a fictionalized chimera of a number of different Native American peoples, primarily the Anasazi. The People live in a great, expansive place, but are beset by Outsiders and monsters, as well as their own human failings and susceptibility to corruption.
This is seems very much to be a game about the juxtaposition of the mundane and the fantastical. Characters must deal with the day-to-day issues of making sure that the community has enough food, that the young People enter into appropriate marriages, and that the People get along with others in the community and in other communities. At the same time, monsters are very real, and are a very real threat. Sorcerers and witches live just outside communities, summoning evil spirits and placing curses on people. The gods are everywhere, and some members of the community can even speak to them, allowing them to see into the future and even let gods and spirits ride their bodies for short periods of time.
The rules system seems robust enough to handle this, but simple enough to learn quickly. The conflict resolution system at its core is used for any conflict, whether it’s an argument, a physical battle, or metaphysically wrestling with an evil spirit, and it is flexible enough to handle all of these things because of its strong narrative focus.
There are two things that stood out to me as a potential limiting factor as far as the mechanics of the game go. The first is that the game uses Fudge dice, and while the book does tell you where you can get them (and you can simply use normal six-sided dice in a pinch), those who don’t own Fudge dice will have to either spend some extra money and time getting them, or get used to reading those d6s a little bit differently.
In either case, this is not a major limitation. The other thing that struck me, however, is that this game requires two GMs. Called the Inside Player and the Outside Player, these two players are responsible for threats originating inside the community and outside the community, respectively, and correspond roughly to the Inside Chief and Outside Chief within the Peoples’ own power structure. Thematically, this mechanic makes a lot of sense and has a nice sense of symmetry. From a purely mechanical perspective, however, I’m not entirely convinced that it’s necessary. Further, not every group has two people willing to take on the responsibility of being a GM, and playing with such a structure will likely take a bit of a shift in your thinking, which may slow things down initially and cause some awkward moments as the Inside Player and Outside Player coordinate. There are a number of optional rules and variants listed in an appendix at the end of the book; it would have been nice if there had been some guidelines on playing the game with a single GM instead of two.
Overall, I can appreciate How We Came To Live Here as both a game and a method of creating compelling fiction. I like the mechanics a lot and, while I wasn’t sure what kinds of stories I’d tell in the world initially, I started to get some ideas the more I read about how the game actually plays out. It should be mentioned, though, that this is not a game for everyone. Some of the themes within the game (particularly the strictly enforced gender roles) might make people uncomfortable, and it might be difficult for some groups to figure out how to play in this world.
Unfortunately, I think that’s the case with me and my group. While I wouldn’t be opposed to trying this game, it’s not on the top of my list of games to try, and I think it would be a very hard sell for my group. It’s pretty different from traditional fantasy, and the game system requires a lot more collaboration and narration than I think my group is really comfortable with. Sadly, I think this might be the case for a lot of groups out there who are used to a steady diet of D&D. That said, I do think there’s a lot to like within this book, and I’d recommend giving it a read at the very least before making any judgments.




