Girth Loinhammer and the Quest for the Unsee Elixir

Well, we've seen something in our dungeon that requires a bit of brain-bleaching, so now we're on our quest for something to make us forget. The story is an exuberant mess of innuendo, and the thing we want to unsee is probably very much Not Safe For Work, though we're given only a sly suggestion as to what it might be.

The fact we're a dungeon master whose work attracts S&M afficionados rather than fantasy heroes probably has something to do with it.

The game asks us to take notes on a physical character sheet rather than take care of the stat-tracking itself. I did wonder at first as to why: was the author not up to coding this? Whether they were or not, I have to admit there's something satisfyingly old-school about playing with a character sheet; and this way, one always knows exactly why the story goes the way it does. Of course, you could cheat your way through by lying about whether you have this, that, or the other, but ... no, there's no "but" about it. This could be the equivalent of hopping randomly through a gamebook after you've finished, just to see what could or could not happen in the story. Easier than replaying from scratch, in other words.

Also, the traits you gain are kinda funny.

As a breakfast, I imagine this as maybe a microwaved sausage roll and instant coffee. Doesn't seem like a lot of effort, but it's flaky and it's salty and, maybe if you thought about it, you could also pretend that it's naughty.