[%] -- I call it Chance -- is a Generic-Theme, Cinematic, Versatile, Abstract, Universal RPG game system, utilizing percentage chances to determine the outcome of action rolls.
Layout -- This Layout is deceptively good. Yes: it has stick figures. Yes: the layout is simple and somewhat spotted as far as margins and columns of text go. But it works and it looks good. The appearance and theme of a layout must succeed in order for people to try it. More work could have been done on the cover, and I would have liked to see more artwork, but it is pragmatic - simple - easy and fun to look at.
Text -- The game rules are simple enough, though you may have to review certain game functions a few times to get what the author is saying. You have plenty of examples and optional rules, though, to get the idea that this game not only needs House Rules - it actually encourages you to create House Rules as part of its core mechanic. If you are creative - most gamers are - you will like this system once you learn it.
Game Play -- This is where [%] shines, because it is not like many other games out there. Now, Hamilton, you said this game was simple and based on percentage rolls - how is that different? I will have to let you buy the game, to see how Chance cooks up percentage dice rolling differently. I want designers to make their money, which leads me to my next issue...
Value -- This game is heavily over-priced. It is a good value because the pages are packed - literally - with information... HOWEVER, There is still not enough effort put into this product to warrant a $10 cost - last few pages are optional rules and quick start charts (rehashed information, that is).
I want to give this game 5 stars for Layout and Game Play - but the Value is just not there for $10 cost, and until it is repriced, I can only give this game 2 stars due to the Value issue.
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