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I've been gaming ... a long time. I've explored lots of games, and I think WWN is one of the best games that balance simplicity with player options, tactics with theater of mind, immersion with gameplay. It is just a solid system that supports roleplaying without dictating it. It is evocative without intrusion. In short, it is one of the favorite games I've encountered in the past (gulp) 40 years of RPGs.
And that's before we get to the magnificent GM tools. The brilliant random tables and tools that helps GMs come up with a scaffold of ideas at a detail level desired by the GM. Plus it all ties into multiple genres and other tools from Cities and Stars without Number.
Kevin is indeed a great author and I'm glad to know he is a fellow Michigander!
Buy this game!
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The book arrived with the top corners bent and damaged like it had been dropped and someone figured they'd just put it in the post anyway.
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Gm tools are amazing, must haves. 11/10. the game itself is like 8/10 OSR goodness. Definitely worth supporting.
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I enjoyed the premise and default setting. There is a lot to help you, both as a player and GM. My experience has been as a solo campaign. Because of that I wound up making some tweaks. For example foes with multiple attacks/actions or auto hits I made them spend Effort to do those things. Fights felt very offensively focused. Outside of combat was much more diverse, and getting to play a demigod on their way to godhood is really awesome. The game empowers your character to have a big, meaningful, impact on the world. Which is not something you normally get to experience in a game.
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Great stuff, very varied art, and very generous to make it available.
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The free edition is perfect for playing the game, and it's how I got into a very fun system.
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Always an amazing resource for sci-fi ttrpgs. Usable on its own or with other games.
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Excellent supplement. The only complaint I have is that Mr. Crawford seems to have a worldbuilding obsession with having a people run away to a backwater province whenever trouble rises. Nomadic tribes took over half of the country? Runs away. An asteroid strike? Runs away. Deities gone rogue? Runs away. A coup by rulers from ten thousand years ago? You guessed it, still runs away. Btw the ancient Chinese history representation in this book is so down to earth that I had to double check if Mr. Crawford is a Chinese himself. He did his research and it was really good. I absolutely didn't expect it when I opened the book that half the world, right next to Gyre in the core rulebook, is literally my country.
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Very cool and very refreshing. After exhausting attempts of Exalted system to do high-epic fantasy, Godbound do that with ease
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The best OSR sci-fi game for long-term campaigns. Perfect for tables who enjoy streamlined rules. Great GM tools for making the most out of your campaign setting, including randomly generating it wholesale.
The early game feels street-level with its dangerous combat while the late game has the party turn into competent and deadly heroes in their own right. Players are encouraged to use creative problem solving.
The system has an even balance between and tools for nearly every sci-fi scenario: ship combat, space magic, on-foot and vehicle combat, hacking, tech disparities, walker mechs, aliens and AI.
The simple rules are easy to pick up and hack when needed. Instead of laying out rules for every scenario, the system is designed in broad strokes where the GM is expected to make rulings that are in line with the skill check and attack roll foundations.
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Yet another boring generic ""space opera rpg"" that brings no new ideas to the table. Having said that, the real problem is not lack of originality in terms of setting tropes, but a lack of examination and follow-through on the tremendous potential of scifi tropes it attempts to interact with.
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I found the setting just - ok. The spell names are really making things difficult IMO. And while I found the solo rules ok-ish, I have my issues with them. For example I found encounters at least with a solo spell caster just too hard.<br />
The urban adventure rules felt on rails when rolling for scenes and writers' room when not. The scene selection themselves are actually good inspiration, but there is no separation between "the next scene is about something the PC wanted to do" and "the next scene is about something that forces events on the PC". So if you roll for the next scene, agency gets completely lost. If you just choose, there is nothing unexpected.
The "wilderness adventures" hexcrawl procedures felt aimless.
The dungeon part was ok-ish, but nothing more, and suffered from encounters again.
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Perfect blend of OSR simplicity and modern design. I ran it as a break from my group's usual fantasy game and my players enjoyed it enough to ask me to run it again when I next take my turn in the DM's chair.
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Adventure in Christian England? Yes yes yes! Love it. Crawford delivers again
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Superb, everything you need to create and get immersed into a world
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