These rules look both friendly and comprehensive. They are tight without being strained. The races, classes, and magic abilities and descriptions fire the imagination so you want to try them out.
A hallmark of the system is that it explains enough to clarify its intent, but it stops well short of being verbose. Frequent subheadings and colored text for important key phrases helps find things quickly. The author is aware of how the whole page fits together, and also how the concepts in the entire document string together.
There are small evocative pictures sprinkled through the text, as landmarks and as evocative inspiration.
Sections start with a framing essay, as if to say “This is a way to think about what we are going to talk about next. Not just the rules alone, but also why they exist, and what they are intended to manage.” A great example of this is explaining how to play before making characters. Another great example is explaining the levels of choice and the granularity of play, before getting into combat (and other rules.)
The magic uses fresh, exciting, and original spells that I would love to see at my game table.
This game manages to tread the same ground as other games before it, without a hint of acrimony, competition, or comparison. I sense love and delight in this work, not defensiveness or jealousy. The author wants to share the best campaign practices and “what if” revisions to give the reader the best experience at the game table. A combination of good writing, big enough font size, and careful ordering of information makes a very readable book.
The author concludes by saying he is not striving to be the perfect example, but rather a skilled coach who can give others what they need to run great games. I think he has done a fantastic job of doing just that.
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