Becoming takes a deep stab at highly personal, irreversible play. It has a sound compelling framing for a story that will be affecting, focusing on a phantasmagorical story of its players in their childhood, told around a campfire. It borrows from group storytelling and jeepform techniques in an interesting way. I couldn't identify any ingredients other than Last Chance, Coyote, and Lantern, but perhaps there were others beneath the radar.
The core mechanic of rolling the bones seems to be missing a crucial part. Success or failure is based on whether the Challenged rolled 4 or less or 5 or more, but with 3 dice and the Challenged being picked by having the lowest die value, I don't know how to interpret that. If its the total it seems the Challenged can almost never lose, if its the value of that lowest die, then success is a numerical impossibility (as one player will be rolling three d4s, and so the lowest value must be less than 5). If it's the later, I cannot be sure if this is an intentional fake-out on the players, but I cannot imagine this won't be noticed pretty quickly as play proceeds. I wonder if this wouldn't be better replaced by a card based mechanic, where players have a set of numbered cards with words on them, each offering a card and with the highest and lowest being chosen for roles just like in the dice, because then the selective burning of cards can be used as a pacing mechanic instead of the grid.
As a person who generally will not read a game in order I find it somewhat suspect to exploit the secrecy of sections of text, but I suspect I'm in a minority. Even so, I read the Endgame section before anything else, since it was laid out in a more approachable way. In addition, I feel this game can get very close to a betrayal of trust, by essentially rewarding those who don't open themselves up as much to the people they are very intimately telling this story with. What I feel this game is missing is a way to encourage the players to open up and understand each other, not just sharing different secrets among different subsets of players.
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