This product really shines in two aspects:
- Creating characters with an interesting, shared background, by rolling on random tables to determine your past. This ensures you have a history that includes bonds with other characters and plenty of story hooks (e.g. you rolled that your wizard mentor left one day without a word, but how and why is something you'll have to figure out at the table)
- Providing Scenario Packs which are broad templates where you again roll on tables to determine the key aspects of the scenario (e.g. which villager is the cult leader or what does the fey king really want)
This makes the game excellent for one shots! However, besides this, the game mechanics themselves are uninteresting and uninspired. It's watered down 3.X DnD. The game apparently aims at keeping things simple to get rules out of the way, but does this poorly: somehow you still need to have 6 attributes, 6 corresponding modifiers, 5 saving throws that are totally unrelated to your attributes or the way you create your character. Worse, why do we need three different resolution mechanics? Skill checks need you to roll under your attribute on a d20, saving throws need you to roll over an arbitrary value on your sheet, and combat is d20+bonus against AC...
I'm definitely going to use playbooks and scenario packs, but I'm getting rid of the rest of the rules and keeping only the roll under mechanic.
Rating: [4 of 5 Stars!] |