I Read Games reviews are me reading games when I have nothing better to do, like read a module or write or play a game. I don’t seriously believe that I can judge a game without playing it, usually a lot, so I don’t take these very seriously. But I can talk about its choices and whether or not it gets me excited about bringing it to the table.
I’m supposed to be shopping for a present for a kid whose birthday party my kid has been invited to, but instead I am sitting on the grass watching the world cup and reading Full Send: A Game of Mountaineering. I backed this on its crowdfunding campaign, apparently for the print edition, and got some mountaineering themed tarot cards too? A pleasant surprise brought on by backing, I assume, drunk. Full Send is a roleplaying game about mountains and the people who climb them.

Full Send is a 167 page role playing and card game by Laurie O’Connel who I’m familiar with for his lancer modules and his Zinequest a few years ago, Lichcraft. Full Send really feels a cut above in terms of ambition: A thick, full colour book powered by a custom set of tarot cards. The visual design by O’Connell and Kayla Dice screams a love of the sport of mountaineering — the cover is styled as the cover of a climbing magazine, and the art throughout is attributed to various mountaineering photographers — I’m not a particular fan, but I think the crack being climbed on the front cover is one popularised by Alex Honnold in Free Solo. It’s peppered with (again attributed) poetry translated by O’Connell. It’s incredibly apparent that this is a labour of love.
We start with rules on creating a climber, which impact mechanically your hand size, your luck, and your glory. You get drives, flaws, relationships, lifestyle and equipment, as well as special abilities that help your climbing. Your relationships have a strength in points, your lifestyle gives you the capacity to spend money to solve your problems, I really like the notepad-style example of a character sheet (although the included template is not the same), but I find some of the mechanical conceits a little uncomfortable — yes, gaining glory for climbs makes sense, but calling them Glory Points and using them as currency — why am I buying my electrolyte tabs in GP? It brings me out of the world of the game. In general for me, there’s a tension in the choices to portray glory and luck and relationships in terms of points, because it dehumanises the characters involved and can easily replace their imaginary existence with a number once invoked. On the other hand, there’s a goal to that quantification: All of these scores are used to create tension while climbing the mountain, and that tension and the difficult decision making regarding what to do when you climb, and how you recover when you’re back at home base, is really the core of the game. I think your mileage may vary on this approach, depending on the kind of player you are, and the kind of prompting you benefit most from.
The second chapter covers phases of play. During the climb, a face down spread of major arcana provides random obstacles, by consulting the prompts that fill the back of the book. Climbers then draw up to their hand size, and play these cards against the obstacles to overcome them, spending equipment and losing luck when you fail until you either turn around, making camp to recover, or reaching the summit, in a trick-taking variation card game. You gain cards for incorporating your drives or flaws in roleplay, and you can bank cards by taking the trick and being the best climber on that obstacle. If you summit with a full hand of cards, you get more Glory Points to get better equipment and better lifestyle, to make your next climb easier. I love this little strategy game, but at least in read, a lot of the “powering up” of cards you can do is a little confusing to track — each card played in the round after camp is worth double, for example, and cards banked by leading the climb are worth 20 x glory at the summit (and I assume can’t be used by everyone else for the remainder of the climb); there are a few rules like this, and on the surface, it feels hard to track. The complexity makes the climbing as well as the roleplaying engaging, but the details could clearer to me. The examples of play do a good job of clarifying, admittedly, but I personally prefer to rely on the rules explanation and not have to then flick to an example of play whenever I’m struggling. I really like the death and retirement that appears part way through this section: Basically, so long as you don’t lose the will to life mid climb, you can retire, and if your glory is high enough, you get interviewed by Full Send Magazine, where you answer questions asked by your fellow players. If you die after a successful career, you get an epilogue narrated by your closest friends detailing their favourite moments of your life. This is lovely stuff and the true incentive for glory and risking yourself for me.
The prompts are the meat of the book, and the reason it stays open at the table. They are pretty meaty: Effectively you’re given 48 The King is Dead style unique minigames (albeit very basic ones), plus 6 unique mountains with 6-7 unique minigames each. That’s good content, right there: A campaign of 5 climbers who all die in glory is totally within the scope of this book. I love that for Full Send, as one major recurring issue I have with many games of late is the lack of real module content packed into them: I get some rules and am expected to make up the rest. Not so here. This section is what makes me feel like I can actually play this game, despite not being a climber — not to mention the “fact book” aspect of this prompts section, filled with sidebars and additional information about climbing as a culture and its history. Great stuff to facilitate play, and to ease players to bringing this to the table.
I don’t like the information design philosophy behind Full Send, though. It’s very much designed as a manual — each heading is labeled 1.1, 1.2, etc. It feels sterile and impersonal in a way that feels contrary to the personal nature of the preface to the text (put a pin in that) and the physicality of the primary theme. It should make it easy to navigate from a layout perspective, but sections run on from each other and aren’t separated visually — for example lifestyle tiers and classes — making them difficult to find and to reference. Visual breaks — big, white-on-black pages containing long-form quotes — happen mid-section, breaking things up in ways that don’t make sense and rendering them useless either thematically or as a navigation tool. These visual breaks aren’t used at all in the print copy, I assume because the paper stock couldn’t take the ink density, and there they aren’t visually distinct at all, becoming actively detrimental to navigation and reading the text page-to-page. Colour and art is absent in the rules explanation, where it could be used to break up complexity, aid in navigation, and highlight important text, but is used excessively (and well) in most of the examples of play (although not the last one), to the point where they feel designed by different people. Visual themes like the elevation maps opening section 3 aren’t used well or consistently (at a glance, only in 3.1 and 3.6.11 ), which is a missed opportunity. Poetry quotes, which I love as an alternative to photography in a reality based game, honestly could be used more for navigation and breaking up complexity for easier understanding. Sidebars do appear in the latter half of the book to clarify meanings of mountaineering specific terms, but could’ve been utilised earlier in the book in analogous explanatory roles, even if they weren’t “fun facts” about mountaineering, to improve focus on core concepts. The back half of the book is almost entirely prompts (Full Sends equivalent of random events), and mountains (Full Sends equivalent of modules) and because of the run on layouts, they’re a little hard to navigate. I don’t hate a book that lives on the table and is used intensely the whole game, but that’s precisely the case where you need to put a whole ton of thought into the visual and information design to make running it feel intuitive. Full Send doesn’t succeed at that brief, at least for me.
Briefly and unimportantly, the tarot deck: I love the imagery in them, which mixes Rider-Waite iconography with public domain mountaineering photography in really expressive collage; I think typography could’ve been better aligned with the main book, and I really wish there had been a full deck here, as I find mixing tarot styles really jarring personally.
Full Send assumes a GM, but honestly I don’t know why. I think this is one of a few legacy issues with this games design (I mentioned GP earlier, another one) that aren’t cute but rather feel uninterrogated. I don’t see any need for a GM in this game at all. The main reason I think this glaring unneeded addition remains here is that the information design isn’t great: Someone is needed to navigate the book, and if you’ve got a history with a certain category of games, the person given the thankless jobs is called the GM. The section that addresses “What does the GM do?” is clearly a response to the fact that they don’t have much else to do. There’s a version of Full Send with no thankless jobs, though, so I wouldn’t run this with a GM or with a table who felt they needed it. If I found myself writing a chapter explaining why I included a GM that ends up acknowledging they have very little to do, I’d reconsider that aspect of my design, because that’s my game speaking to me, and it’s my job as a designer to listen.
Full Send opens with a good chunk — 14 pages — of personal and design reflections. Honestly, this feels a little self-indulgent and gives the impression of a game that’s targeted at game designers rather than players; that said, as a game designer, I enjoyed them. I want to focus on one aspect of the preface, so trigger warning for real life loss of life — skip to the next paragraph. In one of these reflections, O’Connell speaks about how he saw a climber die live, watching a stream, and how his feelings about this this almost prevented Full Send being completed. The reason it was completed, came down to the fact that it had already been promised to backers or the crowdfunding campaign that O’Connell felt a responsibility to fulfil for backers’ sakes. This personal reflection has a lot of value, particularly the consideration of the real life dangers and impacts of climbing, and the consideration of a game designer’s responsibilities when writing “biographical” (I use the term very loosely in the absence of a better one that I’m aware of) games that are birthed out of specific perspectives and subcultures. It places Full Send in conversation directly with the withdrawn from distribution Dogs in the Vineyard, in that both authors appear to feel a very real responsibility to the people portrayed in their games and what their games might be saying about them. It’s also in conversation with a lot of Jason Morningstar’s work, particularly Night Witches and Desperation, which chooses to pursue real life inspiration with a very intentional perspective on the events and characters in the game. I think that a strong perspective as a game designer is what makes a “biographical” roleplaying game work, and hence I feel there’s an unresolved tension between O’Connel’s preface and the game itself, which treats mountaineering with about the same degree of seriousness as D&D treats a dungeon. This tension wouldn’t be present without the preface — it’s totally fine to have a fluffy mountaineering game in my opinion — but the preface feels like it makes a promise of exploring this complexity that isn’t fulfilled. While I like Full Send as it stands, I think that the design would have benefited from reconsideration in the light of the events describes in the preface, and from a more complex or intentional portrayal of mountaineering in a mixed light that reflects the authors mixed feelings.
But let’s not judge Full Send for what it’s not: This is a clever, semi-cooperative trick taking game, with well incorporated roleplaying overlaid on it, a bucketload of excellent prompts, and a set of systems that provide decision-making a lot of tension in the way that a a game about a dangerous lifestyle like mountaineering really should. These strengths are undercut by poor choices around information and visual design which make it difficult to use the book at the table. The long, considered examples of play go a long way towards tempering these issues, for those who benefit from that approach. What Full Send is not is a complex exploration of the dangers of mountaineering as a practice of the grey areas of the subculture, or of the modern practice of livestreaming such dangerous practices. But if you’re looking for a game for those interested in mountaineering or who are mountaineering-curious, that is truly complete in itself, with content for many seasons, that doesn’t require a lot of prep between our before sessions, and could feasibly be run GMless, I’d check out Full Send.
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