Enclave: Aspirant Launches Kickstarter Soon

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There are thousands of tabletop games out there, but there are certain conventions most of them have in common: for example, you’ll usually have to roll dice and do math to determine various random elements like damage against enemies. Enclave, created by Robby Howell, is that rare TTRPG that promises to be “Diceless.” How does that work? We don’t know. From what they tell us, “storytelling is everything in Enclave; the game is played purely verbally, with common sense and commitment determining success rather than die rolls.” So….does the GM determine how much damage you’ve done? That could prove controversial. You can argue with a GM, but not a number. The reason humans came up with counting in the first place was to settle disputes over how much “many” was. There are other ways that Enclave is different. It’s designed to encourage single play session stories, not campaigns. The instructions are light, and designed to leave as much up to the players’imagination as possible. But it’s the lack of dice that make it stand out the most. Enclave will soon be introducing Aspirant, its first expansion….coupled with Advent, its first revision. Enclave: Advent will introduce improvements and refinements to the game […]
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What I find appealing is the shorter single-session format. I do not always have time to commit to long campaigns, so a game that works well in one evening is useful. The advice for advanced play also shows they are thinking about people who want depth. Even though the system is diceless, it looks like the expansion will add a lot of structure. That balance between freedom and guidance could make it work better.
 
I play a lot of story-driven tabletop games, and Enclave feels like it belongs to that niche where imagination is stronger than calculation. If you compare it with something like Fiasco, it makes sense. Both emphasize narrative rather than mechanics. I do not think it is for everyone, but I like that the developers are not afraid to do something different. Adding more classes with the expansion also makes it easier to bring different flavors to the table.
 
I see a problem here. If Enclave depends only on storytelling and “common sense,” then different players will have very different definitions of what common sense is. For example, in combat situations, one player may imagine that their character’s strike is very powerful, while the GM may think it is weak. Without a neutral tool like dice, these conflicts can create tension. Unless the rules include a clear method for negotiation, I think this system will frustrate people.
 
For me, this game sounds refreshing. I am tired of heavy rulebooks and long explanations before play even starts. Enclave seems to go in the opposite direction. It looks light, flexible, and focused on what the group creates together. I especially like that the expansion aims to triple the length of rules, because that means more options without becoming too heavy. The art update is also a good idea since visuals are important to attract new players.
 
I am curious about the Kickstarter. Stretch goals can often make or break a project like this. Promising up to 25 extra classes sounds exciting, but it also makes me wonder if they can realistically balance that many options. Since the core design is already unusual, adding a large amount of content could easily cause problems. I hope they focus more on quality than on big numbers to attract backers.
 
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