Summary first!
This game is a very nice alternative to dice based RPGs. It gives the game a fresh spin with some lovely mechanics which keeps the game fast paced and great fun. I would recommend it to anyone who has an experienced game master to lead the group.
The "tests" are all done by flips of a communal fate deck. With a target number associated with the difficulty of a task. But players have the ability to "cheat" by swapping that card for one in their hand. Each player has a cheat deck of 13 cards based on their character creation. As they develop their character these cards can change.
Characters are created in a fantastic way by dealing a tarot of cards. This generates the characters fate which they must either accept or try to cheat.
As the tarot is dealt it gives players atribute points which they need to allocate. There is always some positive and some negative, so you cant have a character who is good at everything! Which I like. Some RPGs allow the development of characters who I feel are too well rounded, this game gives a more honest feel of what people are like.
The character sheets are larger than other RPGs at 4 pages. But this also holds information on the fate of the character, cheat deck and gear options etc. For someone new to RPGs it may look a little daunting.
The book also holds some great fluff for the background of the world of malifaux to help set the scene and get you in the mindset of someone about to enter the breach.
All in all I think this is a great game with a fresh aproach to RPGing. I would recommend it. However If you plan on Game mastering (Fate mastering in this game) you will probably also need the fate masters almanac.
With so much to keep track of as the fate master I think you would need a bit of background knowledge and experience in RPGs to do it effectively. (but I will review the fate master almanac separately)
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