WHAT WORKS: EPOCH boasts a very interesting mechanic, akin to many semicooperative board games. You are trying to survive, yeah (and someone is probably going to die), but it's all for naught if you fail to rack up enough points to beat the Horror Track. The freeform roleplaying is more likely to appeal to non-gamers or casual gamers. There is a great amount of support available for the game, and the price point for the book is low, making the purchase of the card deck not seem like such a big extra expense.
WHAT DOESN'T WORK: Your average roleplayer may be thrown by the game lacking even a trait system, much less stats or ability scores. In some groups, a dominant personality could overrun the game, and the Hero/Zero mechanic could breed some resentment with the wrong players, especially if they feel picked on for not getting enough votes, or being targeted with Zero cards.
CONCLUSION: Definitely not the normal fare for RPGs, EPOCH is a very different take on horror roleplaying, putting the onus very much on the Player-As-Character. That said, the Outcome and Hero/Zero mechanics ensure that the game never comes down to "I win, because I said I do". With the right group who doesn't take anything too personal, it seems like a great game to play in between breaks from other games, though groups with more tense dynamics could run into problems. It could be really great for a convention game, as the lack of personal connections among the group seem like it could actually help, rather than hinder, in this game. I hope to bring this to my table very soon, but from reading, it seems like it could be a great deal if fun if your group isn't afraid of breaking the mold a bit.
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[5 of 5 Stars!]