The illustrations are beautiful. The setting is evocative and lean
toward genres I heavily enjoy. The character creation is intriguing and
very much geared toward building a unique character rather than a simple
collection of stats. The adventure links and PC connections are very
useful for creating a coherent party from the get go.
I have
not played it yet but there are some concerns. The first is that it is a
d20 system. Flat curves tend to produce some annoying probabilities. If
I get a chance to play it I would potentially run it as a 2d10 rather
than a d20. This would have the effect of making difficulties of 4 or
higher significantly more difficult, but also make it much less likely
to roll less than 6. The reroll mechanic will help the flat curve a
little, but flat curve systems still make things too random for my
taste.
The other concern is the experience system. A friend
noted that a player who doesn't get much opportunity to spend xp on
rerolls will potentially be able to advance faster than someone who has
to reroll a lot. The suggestion of splitting xp between a pool for
rerolls and a pool of advancement has some merit but there will always
be players that work against that resulting in somewhat lopsided
parties.
Another potential for trouble is the granting of xp
via GM intrusions. Not so much from the GM side, he just has to make
sure to rotate who he intrudes on so that everybody gets some xp, but
these intrusions allow the intruded player to grant xp to another player
for whatever reason. In less stable groups this is very much a recipe
for broken friendships. The system is intriguing, but it makes me want
to suggest this game to more experienced and mature gamers. Because
advancement has the potential to get quickly lopsided and accusations of
one player favoring another to fly.
My last complaint is
that, unlike most PDFs, this file is not readable on my kindle. This
makes it difficult to do on the go viewing of the book such as on the
train.
Overall the good points outweigh the bad points heavily
and I want to play this system. It may seem otherwise from above, but
believe me the good parts of the book speak for themselves. The
character creation is a matter of three quick choices and then you're on
to details. The combination of type, descriptor and focus allows for a
wide variety of characters and lots of hybridization or specialization
as you desire. You could have an intelligent nano who wields power with
precision as a sort of archmage type character or a stealthy nano who
works the back alleys as a sort of Mage-thief. Or you could have a
charming nano who leads as the sort of inspiring Mage or priestess you
find in some stories. The versatility is likewise among the glaives and
jacks. You could have a lightning wielding warrior or an educated Jack.
The setting vividly evokes fantasy tropes but maintains the feel of a
far future and scifi setting at the same time. The focus away from
killing enemies is not unusual anymore, it's rather becoming the
standard, but still refreshing to see. I like the fact that there is
room for the individual GMs to make their own ruling on what the past
worlds were like. A lot of settings right now tend to fill every space
with a canon story leaving the individual players little room for their
own stories. So having blank spaces in both the lore and the map is
welcome.
A blog by Luke Garrison Green of Thrythlind Books and Games. Here he discusses writing skills, reviews books, discusses roleplaying games and refers to Divine Blood, Bystander and his other books.
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