I backed the KS for this, and downloaded the PDF, I believe, on the day it came out. I also received the boxed set. I like the physical contents of the box and the box itself; I like that I have vehicle cards for chases; and the erasable character cards look like great tools for convention play. I like the counters, too, and can easily imagine a tabletop arrangement with a consistent look of red and black, counter representing cards racing through city streets, all supporting espionage adventures.
And then I read the rules and tried to make sense of them.
I think presentation of the rules suffers from two major issues, both of which greatly inhibited my ability to understand them and to imagine how they'd work at the table. First, they are really poorly organized. The core mechanic, or that which passes for it, isn't fully explained until about halfway through the book, well after the too-long character generation section, meaning that when reading it cover to cover, by the time you're deep in the chargen weeds you still really don't know how the stats and skills and such actually work. Other reviewers have pointed out missing tables and 'dead references,' and there are those, too, but my bigger issue was in how the rules were laid out: they are chopped into pieces and spread throughout the book, making it hard to conceptualize the game as a whole, and I've read the book alomst twice already.
The other major issue with the rules is the lack of examples. There are a number of examples of rules in play, as is common in games over the last decade plus, but the writers were really inconsistent in which rules they decided to explain through examples, providing them for what I considered to be the easy, obvious stuff, but not doing so when it would have been really helpful.
Beyond the presentation of the rules, I am not thrilled with the rules themselves. I like the idea of "Lucky 13" as a core mechanic, of sorts, but the reality is that there isn't a core mechanic - not in the sense of what you'd find in WOD or d20 or 2d20 or Savage Worlds. Most times you roll an attribute die + skill die + maybe something else die (for equipment used or a GM deciding to give you a boost...but there's no real explanation for why or how the GM would do this), and meet or beat 13. Sounds simple, right? But wait...sometimes it's not 13...sometimes it's higher, and can increase based on player dice failures (yes, you read that correctly: when the dice are not friendly, the game gets mechanically harder by raising the baseline difficulty for everything). And sometimes the GM can shift your dice up or down a type - as in, you have a d8 for a skill but because of the situation you get downgraded to a d6. And remember that third die? Well, if you have an "asset," like a good weapon or something like that, it'll have a die rating to use (and there's virtually no guidance on how to decide what these ratings should be on things outside of the book), and you add that to your pool. If you lack an asset, the GM can opt to give you a "Decision Die," which is bigger for easier tasks and smaller, down to d4, for harder tasks. Your GM might decide to give you this, or not. And so if you have a d6 for a stat (average) and a good skill (d8) and no asset, and your GM decides to not give you a Decision Die...good luck rolling 13 or 14 on d6+d8.
Thus, there are three different ways to adjust task difficulty: change the types of dice to be rolled, change the number of dice to be rolled, or change the target number to be meet or beat. That's not a core mechanic: that's a grab-bag of different probabilities, with no guidnace in the book as to how and when to use them gracefully. Note: there is no GM section at all.
Beyond the lack of a coheremt core mechanic (how very 80s of the designers), there are multiple crunchy subsystems for car chases, underwater fighting, underwater shooting, and so on. Through these there is a clear simulationist thread shot through the game, with an unncessary amount of complexity - coupled with few and inconsistent examples - adding nothing that seems enjoyable to the play experience.
I have no idea whom the designers worked with as they edited and revised the game outside their circle, but this smacks of a rush job, with many rough edges...essentially this feels like a Beta test rather than a finished product. I've no idea and I will not conjecture as to why there is no GM's section, zero setting information (zero aside from mentioning the shadowy "ICON" for which everyone works), few examples of rules in action, and missing tables and referenced content.
I'm disappointed, really, because I was looking forward to this and assumed that it would be a reboot that took into account the developments in rules systems over the decades, and would faithfully stick to balance point between gritty espionage and Bond-style action that the original two games sought to maintain. I'm not sure what kind of a game, in terms of story, this seeks to be, as it's just a book and box full of rules. And I'm not sure how this game will operate at the table because I'm still trying to figure out how the system works.
Although I would have been frustrated by a delay, I'd rather have been told that the game was going to take another few months to get right, instead of getting this, which offers a lot of potential but comes up really short.
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