Fantasy Craft is basically what was missing from the d20 system for each and every player or GM who wanted a little bit more ... crunch, fun, dynamism, or even storytelling options. It's a package of all that and a little bit more on the top of it. The rules are brilliantly well written, making this 400-pages generic fantasy rulebook something even more huge than it appears. This is a system for any fantasy game, whether you like combat a lot and want to use minis in order to play full tactic battles, or whether you prefer investigation-centered intrigues where social assets and clever use of one's resources is the key, or anything in-between. There are rules for many things, though not to the point that it slows the pace of the game down. However, since the writing is clever and concise, reading the rules more than once before play might be necessary. It's worth it, though, because you can really use this system to play anything, once you're familiar with it. And I really mean ANYTHING, without much things to adjust, thanks to the very modular nature of most options, particularly campaign qualities. Just remember this is a game for people who like well-oiled mechanics. It does not mean it is just for combat freaks. There are rules for smart storytelling as well and some aspects of the game focus solely on social play and intrigue. It's just that there ARE rules indeed, for all those things. It's not left up to the GM every two pages. Of course the GM has the final word, but he is thoroughly guided through the whole book. Similarly, creating a PC for Fantasy Craft may take you at least one hour, but that's only because you have so many opportunities to build JUST the character you had in mind ... well, you want to explore them all! It's thorough, and it requires a little bit dedication at first. But the pleasure during game is only better. All in all, Fantasy Craft is honestly the best fantasy RPG I have ever read.
[5 of 5 Stars!]