John Baltisberger provides us with a review of TTRPG Necronautilus
“The universe is your own—but Death rules it all.”
Most people have favorite games. D&D, Pathfinder, Mothership, Mork Borg, these are the names people throw around when they are talking about the hobby, and to be honest, even when I dove head-first into the indie side of things, I did the same. But slowly, as I backed more projects and got to know more about the creators, I replaced specific games with specific designers, people like Spencer Campbell, Snow, Brian Colin, and Zac Goins. But at the top of the pyramid, Adam Vass sits on a gilded throne as my favorite game designer, and it’s due in no small part because of Necronautilus.

Physical Product: 8
I’m basing this purely off of the hardcover I got from the Kickstarter, and holy shit, is it beautiful. Stoner doom-esque cover art, silver embossed title, and extremely well-made hardcover means this edition is going to look amazing if you like to display your games. The spine is easy to read, so if you put it on the shelf, it won’t be a pain in the ass to look for.

Art: 7
I love the art; it’s very on-theme as a stoner-metal-doom book. While the cover and end papers are full color, the internal art is all black-and-white. And though this doesn’t really take away from how cool it is, I would have loved to see everything with the same level of weird acid-rainbow palette. I don’t know if Adam was inspired by Mork Borg, but the layout/formatting is defiantly art-punk, which is a style I absolutely adore.

Writing/Editing: 8
On one hand, the writing sort of feels like reading the lyric sheet from an acid-metal record; on the other, it IS a game you are supposed to play. This is a game that taps into vibes more than concrete concepts. However, the writing and editing is solid. Nothing too crazy, but that’s okay, because let’s look at the …

World/Fiction: 10
- Design: I’m a writer. I write for a living. And this game is about words. Specifically, you play a gaseous cloud, the disembodied soul of something once alive that now serves Death. And as part of that service, you have a sliver of Death’s power. Everything revolves around this concept.
- Originality: Words and ideas and service to Death aren’t new, but the execution of the concepts is entirely unique and original.
- Fleshed out: Not so much, but not because of lack of effort. This is a game where the lore is well developed but the universe is not. By design. Part of the mechanics of this game is crafting the world the players interact with.
- Engaging: I love this book. I’ve read it cover to cover multiple times. It’s unique, it’s fun, and it’s thematic, meaning it feels less like reading a rule book and more like exploring a setting.
- Mechanics: This game is about the fluidity of language and what it means to be alive through that language. Every mechanic exists in service of that theme, and it is beautiful and amazing.

Overall: 9.2
Final Thoughts: This game is the game I wish I had designed. It is the game I point to when I am trying to explain what games can be. I adore every aspect of it, and I think my only concern with it would be the fact that you probably need to have pretty good improv/gaming chops to have a successful session, so at least the GM’s bar to entry may be a tad high. There are also multiple supplemental zines on the World Champ Games website that you can use to expand Necronautilus.
Get your own copy: https://www.worldchamp.io/store/necronautilus-hardcover-book

John Baltisberger loves TTRPGs and Kaiju. He is an author of speculative and genre fiction that often focuses on Jewish Elements. Through his writing, he has explored themes of mysticism, faith, sin, and personal responsibility. He lives in Austin, TX with his wife and his daughter.
PLEASE NOTE: The views and opinions of the staff of Memento Mori Ink do not necessarily represent those of Memento Mori Ink or Crystal Lake Publishing. Thank you for understanding.
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