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Necessary disclosure: I was a play-tester for this! I loved it then, and I love it now, and I want you to love it too.

One of the most exciting TTRPGs I've ever indulged in. Modular to a pillar, allowing no end of scenarios within and surrounding one very important core: two people need to fight, very badly, with so much emphasis on the need.

It's a creative wellspring, obviously - and the mechanics are interesting and cohesive towards the story-cause. Rock paper scissors type - feinting, dashing forward to blow, predicting and understanding your opponent further as your violence comes to a dramatic story crescendo and your conflict comes to a close.

I've tried my hand at two instances of this game, and I'll provide these as examples of how you can slice and dice this fun.

Suburban superpowers, two wives in unfulfilling relationships, recalling their happier times of long-ago and realizing how much they want to throw it all away and give reckless joy a shot - so they refuse the call, like all scared people do, and duck and weave and duel against one another through this supermarket, en route to buy cheap food items in enormous bulk to secure the most frequent flyer points so they can run away in either direction. Wanna know how their story ends up? Go play it, and go look up David Philips Chocolate Pudding.

A craggy outreach, an utterly soaked vista over infinity in rural Scotland - in a ravaged and wrecked world, where Death has taken material form to take people so much more directly and immediately.

So, obviously, a man with a found family to defend challenges Death himself to a chess game he intends to stall into endlessness. (You may have seen this movie!)

High Grounds leaves room for dialogue, quipping, flourishing and brandishing your Cape a people - a moment of deep and fully legitimate pride, characterization leaving you maximally vulnerable but leaving you, too, maximally distinct and vivid and wonderful.

Sometimes, in these outmatched and uberdesperate duels, being as much yourself as you can is the way to win.

I guess that's my ultimate and final thought. High Ground levels the playing field of fights in fiction to characters thoughtfully and wisely bashing up against each other, with so many modes for tonal direness, utter seriousness, or delightfully goofy levity for gay women bashing swords at each other.

It's an absolute treat. Call this review my 'thrust'!

I fell in love with the concept of this game since my first look at it on the Party of 1 podcast where Jess and Jeff had a go at it. 

Duels are a beautiful work of art in fiction. They engage the audience in a bout of back and forth tension, and lead to such interesting character development. 

This game is the opportunity for you to fulfill that story yourself, enter that Duel's place in a fictional history as one full of quips and fun hijinks and shenanigans between foes of any ilk. Anywhere from a fun argument between friends to a lethal duel between enemies, this game creates the template for any scenario where 2 people go head to head and the mechanics of Thrust, Parry, and Feint make for a fair and genuinely thrilling experience. 

You never know what's going to happen until it does. Find out what happens leading up to your climactic duel, or who wins the argument in a debate on if hot dogs are sandwiches(they aren't). The stakes are yours to set. 

This is a great 2 player game with fun ideas and easy mechanics to build tension!

I made a quick look video about it:

Hey! Here's a short video (from me, the creator!) about making & playing I Have the High Ground and why I'm so excited about it!

Really digging this, slightly prep heavy on character creation for me to see it slipping into another system/game though... maybe that's more a reflection of my bad DM'ing lol

I Have The High Ground creates exciting, dramatic stories, sometimes laugh-out-loud funny and sometimes heart-breaking. Play is tense and involving. Capable of handling a really shocking number of genres and situations, this is one of my favorite games that I've played from the last few years. 

This game is absolutely everything. Romance lives at the heart of every interaction—in the Byronic sense of romance, and in the relationship sense—and builds a delightful tension as your wordplay escalates to swordplay.

had one game that was star wars dykes being angsty about who's allowed to be a good girl. and another game about gay exes/ex-roommates at a party one of whose weapon was weaponized callouts. 10/10 goty all year