So much here, generating a response I've never experienced reading settings/sourcebooks etc.:
My preferred style is 1-3 session adventures, but a single paragraph had me craving a long campaign in one of the worlds justifying one of those big fat hardcovers that clutter the market and often dilute their RPG's value and playability with filler.
Can we start playing this world, now? And when's the next session?
This is a fantastic, setting agnostic, ttrpg. I love the customization of the game for the characters rather than having to stick to *Just* prewritten talents/skills. It allows for each character to have their moment in the spotlight and for players to really get into a character they want to play. Being setting agnostic, but with enough lore and background for each place in the story allows GMs to have a structure that isn't too strict to create stories that they want to tell and that players want to play in.
While the mechanics can be a little confusing to pick up when first designing characters if you have a hard time following the math, but once I got it, it was easy to remember through the rest of the game and wasn't as complicated as I was making it. When rolling it's a certain number of die against the GM and highest number wins.
Overall, it's a good balance of customization with some structure in place to help those who are unsteady with freeform. The mechanic itself is built to help players shine in their own unique way, it doesn't have too much in the way of crunchy rules (simple GM die against Player die), and it allows both the GM and the players to play the way they want to play to ensure everyone is having fun.
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So much here, generating a response I've never experienced reading settings/sourcebooks etc.:
My preferred style is 1-3 session adventures, but a single paragraph had me craving a long campaign in one of the worlds justifying one of those big fat hardcovers that clutter the market and often dilute their RPG's value and playability with filler.
Can we start playing this world, now? And when's the next session?
This is a fantastic, setting agnostic, ttrpg. I love the customization of the game for the characters rather than having to stick to *Just* prewritten talents/skills. It allows for each character to have their moment in the spotlight and for players to really get into a character they want to play. Being setting agnostic, but with enough lore and background for each place in the story allows GMs to have a structure that isn't too strict to create stories that they want to tell and that players want to play in.
While the mechanics can be a little confusing to pick up when first designing characters if you have a hard time following the math, but once I got it, it was easy to remember through the rest of the game and wasn't as complicated as I was making it. When rolling it's a certain number of die against the GM and highest number wins.
Overall, it's a good balance of customization with some structure in place to help those who are unsteady with freeform. The mechanic itself is built to help players shine in their own unique way, it doesn't have too much in the way of crunchy rules (simple GM die against Player die), and it allows both the GM and the players to play the way they want to play to ensure everyone is having fun.