As others have said, there are a lot of good ideas, but middling execution. Generally the playbooks feel a bit messy, both in terms of editing and mechanics. Many moves just give bonuses, some moves are a bit overpowered, some moves are a bit too busy or complex.
Fated Hero: Dwarf starting options are pretty boring, Signature Move seems quite overpowered, Heart of a Hero feels a bit tedious, Prophecy is interesting though pretty similar to the Paladin's quest.
Fateless Hero: A lot of moves that steer you into the roleplaying but don't let you DO all that much.
Mentor: Probably the best of the bunch. Should work with minimal hacking (unless you build your character very specifically, your stats are all in the toilet. Come on, I've already only got a d4 damage dice). Some of the moves are quite powerful, allowing you to level up with Wizard or Cleric spells in addition to leveling up, or getting free magic items based on places you've previously been.
Prophet: Primarily based around a new "currency" called "Revelation Rating," which can (basically) be substituted for the stat in a lot of rolls. I find it to be a bit over-busy with a lot of cross referencing required.
Sidekick: Partners/links your character with another in the party. Some fun ideas and good opportunities for roleplaying. Some moves let you combine rolls, others let you protect the hero, etc. Might have been interesting to try to tease out some ideas about Samwise being the true heart of the Fellowship, etc. but mostly it's about being able to double-up on rolls and use +BOND for more things.
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