1: normally not on about AI art, but the sheer grotesquerie of it all makes it work.
2: smartly laid-out. A lot of stuff fails this and it baffles me.
3: Fits right in with what I feel is the right tone to use with UA.
4: Takes a wild swing out of the US and into India, which is smart as hell and adds a lot to the book, I feel. Adds a lot of factions (other food chains) and At least one character from each one and why they would be involved, giving the GM an easier time of drag-and-dropping them in. The way the thing is set out you can see all sorts of interesting little lures in basically any entry.
5: In both detail and in words, manages to nail that old 4chan style of speak and then slide easily to the modern internet-speak. There's some lived experience in here and I mean that in a good way. Despite that, it also manages to escape the modern culture of the place.
6: There's not only depth, but breadth. There's something for every tier, and virtually any milleau- from the most GRITTY ASOF&I kind of thing to the more gonzo magic horseshit kinda thing.
7: somehow made a mcdonald highchair the most threatening, ominous artefact. My god, the thing is evil.
On the new Adept and Avatar Stuff:
8: Exesusurgy: fucked up, absolutely gross school but in a way that is hilarious and also annoying. The school of the 'but I'm just a little guy O:^)' combined with classic, classic body-spell stuff.
9: Velociturgy: Straightforward and sensible, but there's all sorts of way to have Adepts 'think' about their school. For example: There's basic physical arts (sprinting, biking) but then there's cars and their phylogenic cousins, but then we get into weird shit: Gamejam participants, those guys who make plushies of pokemon within the hour of it being first revealed. And most of all: Speedrunners. AGDQ is a panopoly of possible Velociturges that would have much the same mechanical effects but a wildly different 'culture. I am obsessed with the concept.
10: Mancymancers: Exactly what a copy class should be. Dead-simple mechanics, incredible ideas for how an Adept realizes it.
11: Cliomancy: o my most beloathed <\3. The face-up makes the school much more approachable for the little guy and also sets up good guardrails for the aspiring cobweb farmer.
12: Only one new Avatar, but it fits in so well that it's surprising I hadn't seen it before. Simple, but satisfying.
World Stuff: As mentioned above, the writers cast a wide net to give people new places to roam. The general worldbuilding in the first half is a good springboard, and the stuff in the second half is a great place to land. Quickly re-establishing NYC as a place to Be A Cabal, the Franchising section is peppered with great locations. Again, the book takes care to have low-to-high level things going down. It also walks the other axis of 'realistic' to 'a house ate and then pooped me out and chewed up my magic :('.
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