Hah, well, I slept off the rage a bit, and can now comment a little more rationally. Mind you, I
won the game, and I was still that mad about the game.
You're not wrong. The first hour or so of the game, I was having a good time. The pulp adventurer theme is fun. I like the way the artifacts are two title cards that combine into one silly name ("The Shadow...of Darkness"...wait, what?). I had fun imagining how the push-your-luck adventures strung together into one narrative.
Even the really corny photo artwork feels fine after settling into it, kind of like we're playing a board game version of a Sega CD FMV game.
The problem is, calling this game "thematic" is a facade, because the game itself is just meaningless randomness on top of meaningless randomness, and it could be a game about anything if you're going to abstract any type of action or event into a dice roll. We might as well just roll 200 dice all at once and figure out a final score from that.
Maybe I am over thinking it or trying to defend it too much but it is almost like playing an RPG? Someone reads/says something happens and you roll to see if you fail or pass. The main people I've played it with do like RPGs, so maybe that is why it works for them/us.
I don't have much RPG experience, but my understanding is that a P&P RPG is primarily about improvising the story as you go along, and the skill checks and dice rolls are there to throw your plans sideways and require you to stay creative. To that end, it seems fine, because the experience is more about taking the story through different twists and turns, not the strictly win/lose of a board game.
I think skill checks can be a perfectly fine system. The problem comes when you get thrown random skill checks from a deck that you have no control over. If one guy can get good at fighting and then just go fight monsters that is great. But if some random deck can be like "fuck you tough guy you need to do a knowledge check or you get screwed!" it sucks.
Yes, that's definitely an indicator of one of the huge flaws of these types of games. You can give every player a different role, but when every action is decided on d6 rolls, whether it's casting a spell, swinging a sword, moving around, or talking to people, then everyone is still doing the same exact thing. The design just subjects every player to the same deck of uneven skill checks because they're all doing the same thing anyway.
The fun of those games to me is knowing you're on a sinking ship, and seeing just how crazy shit gets before you finally drown. Also makes it far more satisfying when you win. Without skillchecks to force a little randomization, it seems like some co-op games just devolve into one ideal strategy that you follow every time.
To be clear, we were playing Competitive Fortune and Glory, not Co-Op. I probably would have enjoyed Co-Op more, because at least I wouldn't have suffered so much unpredictable and unavoidable antagonizing from other players.