I bought it, and played it, not I'm very happy about both these decisions.
Note: I know Apocalypse World a little, but I'm not a fan. And I like Diablo 2 a lot.
-unclear rules: what takes a turn and what doesn't? How ambush rules work, exactly (do all enemies attack me at once?). Can I just skip enemies and proceed to another level? Making a ruling once in a while is OK, but not when it's about the core mechanics of the game (especially since the game is GM-less). I don't know, maybe all is explained somewhere in the rules, but not easily found? Or maybe it all becomes clear once you are an Apocalypse World afficionado?
-it's not a 1-player game. When you play alone, you get massacred (at least with 1 character per player). That's wouldn't be that much of a problem if only it was said anywhere in the rules (or better, in product description).
-it's short. The tree with skills looks promising, but you won't get very far in it, since - spoiler alert - you get only 1 XP (or none) for the entire game. This has Act 1 in the title - and this is a pretty short Act 1. Maybe it feels longer if you role-play a lot. Without that (and for solo play), it's over in less than an hour. The book has 16 small-format pages.
For ultimate tabletop GM-less Diablo 2 experience, Dies Illa doesn't come close to playing good old Citadel of Blood by Greg Costikyan or to using D&D adventure modules as Choose Your Adventure books.
There are some good ideas there. Maybe it becomes better when you play with a bigger group and role-play a lot? Maybe it's a decent looting ground if you want to write your own AW hack? (for writing games that aren't AW hacks, this does't feel that inspiring to me). If only the rules were clearer! And the game was longer! Sorry, one star from me.
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