Started by Eero Tuovinen, February 22, 2008, 07:08:27 PM
Quote from: Eero Tuovinen on February 22, 2008, 07:08:27 PMSpirit of the CenturyA very exciting beginning to the book (I imagine everybody loves the Aspect rules), but I can't say that I'm personally too happy with the long lists of skills and stunts - it's literally hundreds of pages long with excruciatingly detailed rules for every separate skill; this is absolutely fundamental for anybody who needs the guidance, but while the authors had obviously done their best to make the material pertinent and exciting, I wasn't that impressed for the most part. The purposes for those stunts and skills are probably quite different than the equivalent crunch in the Shadow of Yesterday, but I still vastly prefer the latter for the thematically resonant capabilities that characters can gain; a lot of the crunch here seemed just petty to me, relatively speaking. Lacking a campaign arc system is also a bit of a deal-breaker for me, although I appreciate the idea behind pick-up gaming.
QuoteDon't Rest Your HeadThe game lacks Situation of any kind as far as I can see, so I'm a bit at loss for how to implement it. It could go with a closed drama system like a relationship map, but one could also run with an adventure game model. The fact that the GM has to gauge opposition strength in a pretty arbitrary manner suggests that the purpose of the GM is to just pile on adversity to make the players feel like they're not getting anything for free. Apart from these issues the game has nice reward systems for characters in adversity and a pretty evocative setting, so I have no complaints. Will play at an opportune moment.