First, thanks to the author for publishing this game. It was fun to explore the included downloads.
Likes: The whimsical design is fun, inviting, and friendly. The overall theme is open and relatively flexible. The rules are generally easy to understand. If you have some superheroic gaming experience, it should be easy to pick up the general way the game works.
The basic resolution mechanic is dead simple, with an N-in-6 chance of doing things defining the character's relevant power level. If your skill level is 1, you need to roll a 6. If your skill level is 6, you don't need to roll. If your skill level is 5, you need to roll anything but a 1. In addition, players can argue for bonuses! There are some additional tips given for tweaking the mechanic, tips which I would guess that most will use in game sessions that are beyond the most simple.
The BIG pro of this game is colorful, even automated character and world creation including tables and tools for powers, appearance, accessories, backstories, villain creation, campaign plot and mission generators, an "area stocker" to help decide what can be found in a given area within a map or location, and a "goon table". These are D66 tables which I thought offered plenty of detail.
The included HTML files with generator tools are also awesome and fun to use. The game comes with a .zip file with 8 different HTML files representing generator categories, and each file includes more than one gnerator. For me this makes the product worth checking out. You can generate a LOT in very little time.
Other considerations: The game is probably best run by someone with at least intermediate level of experience in superhero RPGs. A lot is left up to the referee. The referee should probably be someone who is experienced and comfortable making various executive decisions during gameplay, or negotiating with players. The phrasing of some passages like "The referee contextually judges when an entity is damaged from conflict" may be also confusing or difficult to understand for some players.
If a referee is playing with a negotiation-heavy player, the referee may need to be very clever, because the mechanics could easily be overpowered through argumentation. The referee should be aware that they may need to ramp up the difficulty by making the map and goons / villains tougher and more plentiful. The author does mention that the referee should keep things dangerous and consequences concrete and consistent, but I would guess that most referees will need to feel their way through this depending on the audience experience level with RPGs and what they want out of the gaming experience.
Dislikes: Some rules, like "Taking too many hits in the same location (2 or 3 depending on the location and the weapon) will result in death" seem too loose, even for a freeform system. If damage is to be tracked, some more definition or at least examples are appropriate. Also, death seems taken for granted, but other popular supers games basically do not account for death at all, and use terms like "incapacitated" instead of "dead".
Finally, all the text is in caps. I understand that comics are written like this, but it's a bit of a different situation in a typical document PDF, with longer line lengths and longer bulleted sections. The text can seem a bit overwhelming. Some of the heading backgrounds also seem a little too dark.
Would be nice: It would be great if the generators could be put into one HTML page, in tabs. Would like to know more about the author and game background. Would like to know where the "Kontext Spiel D6" freeform system comes from. An afterword or some closing thoughts would lead the text to a smoother conclusion.
Finally I would really like to see a thorough gameplay example or at least rule-by-rule examples, to get an idea for what "a" referee "might do," so that the gameplay and planning can still be flexible, but also well-informed.
Overall if you like superheroic character and world generation, I think this is definitely worth checking out. Thanks again to the publisher.
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