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It's the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen for three days. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the holidays. Their group text to some of their and Alice's mutual friends kicks off the hunt for Alice. Players take on the parts of Alice's peers, with roles ranging from her sibling to her secret girlfriend, and set up relationships between each other and to Alice.
Gameplay revolves around drawing "clue cards" from a deck at certain real time intervals. These give a link to some location or suspect, along with a short writing prompt. E.g.: "Reveal a location card. You've heard terrible rumors about what happens here after dark. You just found something online that substantiates one of those rumors. What is it?" The player decides what they've learned and relays this information to the others. The clue cards towards the end of the countdown are the ones that actually lead to the culprit, and Alice herself. In this way, the game could be called both highly system-driven (because the clue cards dictate the events of the investigation) and highly player-driven (because the players make up all the details of the plot).
Openly inspired by games like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', ''Alice Is Missing'' is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
You can get the various versions from the links on the [[https://www.huntersentertainment.com/alice-is-missing official game page]]. If you want to get a feel for it, try [[https://www.youtube.com/watch?v=jVXAlCKFC48 this livestream featuring the game's designer, Spenser Starke]]. The official timer and soundtrack is [[https://www.youtube.com/watch?v=ysOOFIOAy7A here]].
As discussed above, this is a semi-randomized and improv-heavy game, which means there is basically no canonical (and trope-able) information on things like what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact personalities and relationships of any characters, etc. However there are still some tropes present in the elements that the game provides.
Gameplay revolves around drawing "clue cards" from a deck at certain real time intervals. These give a link to some location or suspect, along with a short writing prompt. E.g.: "Reveal a location card. You've heard terrible rumors about what happens here after dark. You just found something online that substantiates one of those rumors. What is it?" The player decides what they've learned and relays this information to the others. The clue cards towards the end of the countdown are the ones that actually lead to the culprit, and Alice herself. In this way, the game could be called both highly system-driven (because the clue cards dictate the events of the investigation) and highly player-driven (because the players make up all the details of the plot).
Openly inspired by games like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', ''Alice Is Missing'' is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
You can get the various versions from the links on the [[https://www.huntersentertainment.com/alice-is-missing official game page]]. If you want to get a feel for it, try [[https://www.youtube.com/watch?v=jVXAlCKFC48 this livestream featuring the game's designer, Spenser Starke]]. The official timer and soundtrack is [[https://www.youtube.com/watch?v=ysOOFIOAy7A here]].
As discussed above, this is a semi-randomized and improv-heavy game, which means there is basically no canonical (and trope-able) information on things like what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact personalities and relationships of any characters, etc. However there are still some tropes present in the elements that the game provides.
to:
It's the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen for three days. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the holidays. Their group text to some of their and Alice's mutual friends kicks off the hunt for Alice. Players take on the parts of Alice's peers, with roles ranging from her sibling to her secret girlfriend, and set up relationships between each other and to Alice.
Gameplay revolves around drawing "clue cards" from a deck at certain real time intervals. These give a link to some location or suspect, along with a short writing prompt. E.g.: "Reveal a location card. You've heard terrible rumors about what happens here after dark. You just found something online that substantiates one of those rumors. What is it?" The player decides what they've learned and relays this information to the others. The clue cards towards the end of the countdown are the ones that actually lead to the culprit, and Alice herself. In this way, the game could be called both highly system-driven (because the clue cards dictate the events of the investigation) plot) and highly player-driven (because the players make up all the details of the plot).
story).
Openly inspired by games like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', ''Alice Is Missing'' is noted for being a deeply emotional experience, using a uniquetext-only-communication mechanic, mechanic of text-message-communication-only, and having a pre-made soundtrack that also acts as a timer.
You The game's official website can get the various versions from the links on the be found [[https://www.huntersentertainment.com/alice-is-missing official game page]].here]]. If you want to get a feel for it, try [[https://www.youtube.com/watch?v=jVXAlCKFC48 this livestream featuring the game's designer, Spenser Starke]].designer]]. The official timer and soundtrack is [[https://www.youtube.com/watch?v=ysOOFIOAy7A here]].
As discussed above, this is a semi-randomized and improv-heavy game, which means there is basically no canonical (and thus trope-able) information on things like what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact personalities and relationships of any characters, etc. However there are still some tropes present in the elements that the game provides.
Gameplay revolves around drawing "clue cards" from a deck at certain real time intervals. These give a link to some location or suspect, along with a short writing prompt. E.g.
Openly inspired by games like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', ''Alice Is Missing'' is noted for being a deeply emotional experience, using a unique
As discussed above, this is a semi-randomized and improv-heavy game, which means there is basically no canonical (and thus trope-able) information on things like what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact personalities and relationships of any characters, etc. However there are still some tropes present in the elements that the game provides.
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* EpistolaryNovel: A modern day version in tabletop game form, as the game proper takes place entirely through text messaging (or Discord messaging, or Facebook messaging, etc).
to:
* EpistolaryNovel: A modern day version in tabletop game form, as the game proper takes place entirely through text messaging (or Discord messaging, or Facebook messaging, etc).
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** [[spoiler:Alice is found alive but the character who found her gets killed/captured by the culprit.]]
to:
** [[spoiler:Alice is found alive but the character who found her gets killed/captured captured/killed by the culprit.]]
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''Alice Is Missing'' is a silent 2020 tabletop board game/roleplaying game designed for 3 to 5 players by Spenser Starke and published by Hunters Entertainment. It is played entirely through text, and leans much more into the roleplaying side than the board game side.
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends kicks off the hunt for Alice. Players take on the parts of Alice's peers, with roles ranging from her sibling to her secret girlfriend, and set up relationships between each other and to Alice.
Gameplay revolves around drawing "clue cards" at certain real time intervals. These give a link to some location or suspect along with a short writing prompt. E.g.: "Reveal a location card. You've heard terrible rumors about what happens here after dark. You just found something online that substantiates one of those rumors. What is it?" The player decides what they've learned and relays this information to the others. The clue cards towards the end of the countdown are the ones that actually lead to the culprit, and Alice herself... dead or alive. In this way, the game could be called both highly system-driven (because the clue cards dictate the events of the investigation) and highly player-driven (because the players have to make up all the details of the story).
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends kicks off the hunt for Alice. Players take on the parts of Alice's peers, with roles ranging from her sibling to her secret girlfriend, and set up relationships between each other and to Alice.
Gameplay revolves around drawing "clue cards" at certain real time intervals. These give a link to some location or suspect along with a short writing prompt. E.g.: "Reveal a location card. You've heard terrible rumors about what happens here after dark. You just found something online that substantiates one of those rumors. What is it?" The player decides what they've learned and relays this information to the others. The clue cards towards the end of the countdown are the ones that actually lead to the culprit, and Alice herself... dead or alive. In this way, the game could be called both highly system-driven (because the clue cards dictate the events of the investigation) and highly player-driven (because the players have to make up all the details of the story).
to:
''Alice Is Missing'' is a silent 2020 tabletop board game/roleplaying game designed for 3 to 5 players by Spenser Starke and published by Hunters Entertainment. It is played in real-time, entirely through text, and leans much more into the roleplaying side than the board game side.
It'sSaturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. for three days. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday.holidays. Their group text to some of their and Alice's mutual friends kicks off the hunt for Alice. Players take on the parts of Alice's peers, with roles ranging from her sibling to her secret girlfriend, and set up relationships between each other and to Alice.
Gameplay revolves around drawing "clue cards" from a deck at certain real time intervals. These give a link to some location orsuspect suspect, along with a short writing prompt. E.g.: "Reveal a location card. You've heard terrible rumors about what happens here after dark. You just found something online that substantiates one of those rumors. What is it?" The player decides what they've learned and relays this information to the others. The clue cards towards the end of the countdown are the ones that actually lead to the culprit, and Alice herself... dead or alive. herself. In this way, the game could be called both highly system-driven (because the clue cards dictate the events of the investigation) and highly player-driven (because the players have to make up all the details of the story).
plot).
It's
Gameplay revolves around drawing "clue cards" from a deck at certain real time intervals. These give a link to some location or
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As discussed above, this is a very improv-heavy game, which means there is basically no canonical (and trope-able) information on things like, what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact nature of any characters' relationships, etc. However there are still some tropes present in the elements that the game provides.
to:
As discussed above, this is a very semi-randomized and improv-heavy game, which means there is basically no canonical (and trope-able) information on things like, like what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact nature personalities and relationships of any characters' relationships, characters, etc. However there are still some tropes present in the elements that the game provides.
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* AmateurSleuth: The drawn cards drive much of the plot, so while the players have little impact into the actual course of the game, the characters can still find clues, discover motivations, and ultimately find Alice and her location.
to:
* AmateurSleuth: The drawn cards drive much of the plot, so while the players have little impact into the actual course of the game, the characters can still find clues, discover motivations, and ultimately find player-characters are ordinary teenagers hunting for clues on what happened to Alice and her location.where she is.
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* EmergentNarrative: The players have little real impact on the story's direction (which is randomly chosen by cards), but this works out well - since no one player is in charge of steering the story, all the players can immerse themselves in the narrative without knowing what's going to happen next.
to:
* EmergentNarrative: The players have little real impact on the story's direction (which is randomly chosen by cards), but this works out well - since no one player is in charge of steering the story, all the players everyone can immerse themselves in the narrative without knowing what's going to happen next.
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* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Halvert could also be a reference to Mr Jefferson.
to:
* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Mr. Halvert could also be a reference to Mr Mr. Jefferson.
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It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends kicks off the hunt for Alice.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice. A list of suspects and suspicious locations are given more detail, linking them all in some way to Alice as a possible culprit or location. After the game begins, clue cards that provide prompts for the characters to discuss are automatically played every 5 to 10 minutes. This does the legwork of advancing the mystery as the characters speculate on Alice's disappearance, track down clues and suspects, and try to not let any interpersonal issues get in the way of finding their missing friend.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice. A list of suspects and suspicious locations are given more detail, linking them all in some way to Alice as a possible culprit or location. After the game begins, clue cards that provide prompts for the characters to discuss are automatically played every 5 to 10 minutes. This does the legwork of advancing the mystery as the characters speculate on Alice's disappearance, track down clues and suspects, and try to not let any interpersonal issues get in the way of finding their missing friend.
to:
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends kicks off the hunt for Alice.
Alice. Players take on the parts of Alice's friends and family, peers, with roles ranging from Alice's her sibling to Alice's her secret girlfriend, and set up relationships between each other and to Alice. A list of suspects and suspicious locations are given more detail, linking them all in Alice.
Gameplay revolves around drawing "clue cards" at certain real time intervals. These give a link to someway location or suspect along with a short writing prompt. E.g.: "Reveal a location card. You've heard terrible rumors about what happens here after dark. You just found something online that substantiates one of those rumors. What is it?" The player decides what they've learned and relays this information to Alice as a possible culprit or location. After the game begins, others. The clue cards towards the end of the countdown are the ones that provide prompts for actually lead to the characters to discuss are automatically played every 5 to 10 minutes. This does culprit, and Alice herself... dead or alive. In this way, the legwork of advancing game could be called both highly system-driven (because the mystery as clue cards dictate the characters speculate on Alice's disappearance, track down clues events of the investigation) and suspects, and try to not let any interpersonal issues get in highly player-driven (because the way players have to make up all the details of finding their missing friend.
the story).
Gameplay revolves around drawing "clue cards" at certain real time intervals. These give a link to some
Changed line(s) 15,18 (click to see context) from:
You can get the various versions from the links on the [[https://www.huntersentertainment.com/alice-is-missing official game page]]. If you want to get a feel for it, enjoy [[https://www.youtube.com/watch?v=jVXAlCKFC48 this livestream featuring the game's designer, Spenser Starke]]. The official timer and soundtrack is [[https://www.youtube.com/watch?v=ysOOFIOAy7A here]].
This is a very improv-heavy game, by which we mean, the players are basically making up the entire story with only the aid of some short prompts. Thus there is no canonical (and trope-able) information on things like, what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact nature of any characters' relationships, etc. However there are still some tropes present in the elements that the game provides.
This is a very improv-heavy game, by which we mean, the players are basically making up the entire story with only the aid of some short prompts. Thus there is no canonical (and trope-able) information on things like, what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact nature of any characters' relationships, etc. However there are still some tropes present in the elements that the game provides.
to:
You can get the various versions from the links on the [[https://www.huntersentertainment.com/alice-is-missing official game page]]. If you want to get a feel for it, enjoy try [[https://www.youtube.com/watch?v=jVXAlCKFC48 this livestream featuring the game's designer, Spenser Starke]]. The official timer and soundtrack is [[https://www.youtube.com/watch?v=ysOOFIOAy7A here]].
This As discussed above, this is a very improv-heavy game, by which we mean, the players are means there is basically making up the entire story with only the aid of some short prompts. Thus there is no canonical (and trope-able) information on things like, what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact nature of any characters' relationships, etc. However there are still some tropes present in the elements that the game provides.
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* DyingTown: Implied but not stated by the introduction card, which notes that it's been a rough few years for everyone.
to:
* DyingTown: Implied but not stated by the introduction card, which notes that it's been a rough few years for everyone.everyone "since the recession".
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* UsefulNotes/PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern California,which is in this region of the United States.
to:
* MultipleEndings: Due to the improvisatory nature of the game, there are as many endings as you can imagine. However, the actual status of the investigation ends in one of five ways:
** [[spoiler:Alice is found alive and everyone is safe.]]
** [[spoiler:Alice is found alive but the character who found her gets killed/captured by the culprit.]]
** [[spoiler:Alice is found dead but the character who found her survives.]]
** [[spoiler:Alice is found dead and the character who found her gets killed by the culprit.]]
** [[spoiler:Alice is found unconscious and the character who found her gets captured by the culprit's accomplice.]]
* UsefulNotes/PacificNorthwest: Silent Falls is a coastal forest town in the heart of NorthernCalifornia,which California, which is in this region of the United States.
** [[spoiler:Alice is found alive and everyone is safe.]]
** [[spoiler:Alice is found alive but the character who found her gets killed/captured by the culprit.]]
** [[spoiler:Alice is found dead but the character who found her survives.]]
** [[spoiler:Alice is found dead and the character who found her gets killed by the culprit.]]
** [[spoiler:Alice is found unconscious and the character who found her gets captured by the culprit's accomplice.]]
* UsefulNotes/PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern
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* RealTime: From the moment Charlie starts the game by sending the text message, the game happens in real time for the next 90 minutes.
to:
* RealTime: From the moment Charlie starts the The game by sending the text message, the game happens is played in real time for the next 90 over 90-ish minutes.
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-->-- The text from Charlie, which starts the game
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It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends, seen in the page quote, kicks off the hunt for Alice.
to:
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends, seen in the page quote, friends kicks off the hunt for Alice.
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Sharing themes with (and openly inspired by) games like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', ''Alice Is Missing'' is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
to:
Added DiffLines:
This is a very improv-heavy game, by which we mean, the players are basically making up the entire story with only the aid of some short prompts. Thus there is no canonical (and trope-able) information on things like, what happened to Alice, what she was involved in, the secrets of Silent Falls, the exact nature of any characters' relationships, etc. However there are still some tropes present in the elements that the game provides.
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None
Changed line(s) 12,13 (click to see context) from:
Sharing themes with games like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', ''Alice Is Missing'' is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
to:
Sharing themes with (and openly inspired by) games like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', ''Alice Is Missing'' is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
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''[[caption-width-right:350:I was calling for the last time]]''
to:
''[[caption-width-right:350:I was calling / for the last time]]''
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Changed line(s) 19 (click to see context) from:
* AmateurSleuths: The drawn cards drive much of the plot, so while the players have little impact into the actual course of the game, the characters can find clues, discover motivations, and ultimately find Alice and her location.
to:
* AmateurSleuths: AmateurSleuth: The drawn cards drive much of the plot, so while the players have little impact into the actual course of the game, the characters can still find clues, discover motivations, and ultimately find Alice and her location.
Changed line(s) 23 (click to see context) from:
* UsefulNotes/PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern California, and thus, the game takes place in this region of the United States.
to:
* UsefulNotes/PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern California, and thus, the game takes place California,which is in this region of the United States.
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Added DiffLines:
* AmateurSleuths: The drawn cards drive much of the plot, so while the players have little impact into the actual course of the game, the characters can find clues, discover motivations, and ultimately find Alice and her location.
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None
Changed line(s) 8,13 (click to see context) from:
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends, seen in the page quote, kicks off the game.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice. Cards are drawn every 5 to 10 minutes, advancing the mystery as the characters speculate on Alice's disappearance, track down clues and suspects, and try to not let any interpersonal issues get in the way of finding Alice.
Sharing DNA and themes with such games as ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', the game is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice. Cards are drawn every 5 to 10 minutes, advancing the mystery as the characters speculate on Alice's disappearance, track down clues and suspects, and try to not let any interpersonal issues get in the way of finding Alice.
Sharing DNA and themes with such games as ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', the game is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
to:
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends, seen in the page quote, kicks off the game.
hunt for Alice.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice.Cards A list of suspects and suspicious locations are drawn given more detail, linking them all in some way to Alice as a possible culprit or location. After the game begins, clue cards that provide prompts for the characters to discuss are automatically played every 5 to 10 minutes, minutes. This does the legwork of advancing the mystery as the characters speculate on Alice's disappearance, track down clues and suspects, and try to not let any interpersonal issues get in the way of finding Alice.
their missing friend.
SharingDNA and themes with such games as like ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', the game ''Alice Is Missing'' is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice.
Sharing
Changed line(s) 26 (click to see context) from:
* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was seemingly transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Halvert could also be a reference to Mr Jefferson.
to:
* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was seemingly transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Halvert could also be a reference to Mr Jefferson.
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None
Changed line(s) 6,7 (click to see context) from:
''Alice Is Missing'' is a silent 2019 tabletop board game/roleplaying game designed for 3 to 5 players by Spenser Starke and published by Hunters Entertainment. It is played entirely through text, and leans much more into the roleplaying side than the board game side.
to:
''Alice Is Missing'' is a silent 2019 2020 tabletop board game/roleplaying game designed for 3 to 5 players by Spenser Starke and published by Hunters Entertainment. It is played entirely through text, and leans much more into the roleplaying side than the board game side.
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* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was seemingly transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Halvert could also be a reference to Mr Jefferson.
to:
* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was seemingly transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Halvert could also be a reference to Mr Jefferson.Jefferson.
----
----
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* PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern California.
to:
* PacificNorthwest: UsefulNotes/PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern California.California, and thus, the game takes place in this region of the United States.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aim_smaller.png]]
''[[caption-width-right:350:I was calling for the last time]]''
-> ''Hey! Sorry for the big group text, but I just got into town for winter break at my dad's and haven't been able to get ahold of Alice. Just wondering if any of you have spoken to her?''
''Alice Is Missing'' is a silent 2019 tabletop board game/roleplaying game designed for 3 to 5 players by Spenser Starke and published by Hunters Entertainment. It is played entirely through text, and leans much more into the roleplaying side than the board game side.
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends, seen in the page quote, kicks off the game.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice. Cards are drawn every 5 to 10 minutes, advancing the mystery as the characters speculate on Alice's disappearance, track down clues and suspects, and try to not let any interpersonal issues get in the way of finding Alice.
Sharing DNA and themes with such games as ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', the game is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
You can get the various versions from the links on the [[https://www.huntersentertainment.com/alice-is-missing official game page]]. If you want to get a feel for it, enjoy [[https://www.youtube.com/watch?v=jVXAlCKFC48 this livestream featuring the game's designer, Spenser Starke]]. The official timer and soundtrack is [[https://www.youtube.com/watch?v=ysOOFIOAy7A here]].
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!!Tropes found in ''Alice Is Missing'':
* DyingTown: Implied but not stated by the introduction card, which notes that it's been a rough few years for everyone.
* EmergentNarrative: The players have little real impact on the story's direction (which is randomly chosen by cards), but this works out well - since no one player is in charge of steering the story, all the players can immerse themselves in the narrative without knowing what's going to happen next.
* EpistolaryNovel: A modern day version in tabletop game form, as the game proper takes place entirely through text messaging (or Discord messaging, or Facebook messaging, etc).
* PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern California.
* PresentAbsence: Alice has been missing for three days at the game's start, and solving the mystery behind her disappearance comprises the story.
* RealTime: From the moment Charlie starts the game by sending the text message, the game happens in real time for the next 90 minutes.
* SecretRelationship: Julia North, one of the possible player characters, is Alice's secret girlfriend. Whether their relationship remains a secret by the end of the game is up to the players.
* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was seemingly transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Halvert could also be a reference to Mr Jefferson.
''[[caption-width-right:350:I was calling for the last time]]''
-> ''Hey! Sorry for the big group text, but I just got into town for winter break at my dad's and haven't been able to get ahold of Alice. Just wondering if any of you have spoken to her?''
''Alice Is Missing'' is a silent 2019 tabletop board game/roleplaying game designed for 3 to 5 players by Spenser Starke and published by Hunters Entertainment. It is played entirely through text, and leans much more into the roleplaying side than the board game side.
It's Saturday, the first day of winter break at Franklin Academy in Silent Falls, California, and Alice Briarwood hasn't been seen since Wednesday. Charlie Barnes, a friend of Alice's who moved away several months ago after their parents' divorce, has just arrived back in town for the winter holiday. Their group text to some of their and Alice's mutual friends, seen in the page quote, kicks off the game.
Players take on the parts of Alice's friends and family, with roles ranging from Alice's sibling to Alice's secret girlfriend, and set up relationships between each other and to Alice. Cards are drawn every 5 to 10 minutes, advancing the mystery as the characters speculate on Alice's disappearance, track down clues and suspects, and try to not let any interpersonal issues get in the way of finding Alice.
Sharing DNA and themes with such games as ''VideoGame/LifeIsStrange'', ''{{VideoGame/Oxenfree}}'', ''{{VideoGame/Firewatch}}'', and ''VideoGame/GoneHome'', the game is noted for being a deeply emotional experience, using a unique text-only-communication mechanic, and having a pre-made soundtrack that also acts as a timer.
You can get the various versions from the links on the [[https://www.huntersentertainment.com/alice-is-missing official game page]]. If you want to get a feel for it, enjoy [[https://www.youtube.com/watch?v=jVXAlCKFC48 this livestream featuring the game's designer, Spenser Starke]]. The official timer and soundtrack is [[https://www.youtube.com/watch?v=ysOOFIOAy7A here]].
----
!!Tropes found in ''Alice Is Missing'':
* DyingTown: Implied but not stated by the introduction card, which notes that it's been a rough few years for everyone.
* EmergentNarrative: The players have little real impact on the story's direction (which is randomly chosen by cards), but this works out well - since no one player is in charge of steering the story, all the players can immerse themselves in the narrative without knowing what's going to happen next.
* EpistolaryNovel: A modern day version in tabletop game form, as the game proper takes place entirely through text messaging (or Discord messaging, or Facebook messaging, etc).
* PacificNorthwest: Silent Falls is a coastal forest town in the heart of Northern California.
* PresentAbsence: Alice has been missing for three days at the game's start, and solving the mystery behind her disappearance comprises the story.
* RealTime: From the moment Charlie starts the game by sending the text message, the game happens in real time for the next 90 minutes.
* SecretRelationship: Julia North, one of the possible player characters, is Alice's secret girlfriend. Whether their relationship remains a secret by the end of the game is up to the players.
* ShoutOut: The game's suspects, locations, and characters are both standard high school archetypes and references to other works of similar media, the most obvious being the lighthouse that was seemingly transported straight from [[VideoGame/LifeIsStrange Arcadia Bay]]. Mr Halvert could also be a reference to Mr Jefferson.