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Very good sample. Single d10 system, with single digit numbers to work with. Based on semi-fantasy, semi historical Europe, with what appears to be a fantasy Catholic Church (Crosstian). Easy to play. The artwork seems to get better on later products.
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What is there is good. However what is not there is more important. It says to make attributes or skills this way, but never mentions what the attributes or skills are, how to run hit points and damage. but no mention of how to tell how many you have. It is really only rules lite since many of the details are missing.
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Creator Reply: |
Hey there Mike!
When I originally started working on Amethyst Rules-Lite the game was split into two parts. The rules (this PDF) and the play-sets. The rules gave all the basic information and the play-sets would have all the setting content (questions, generation rules, characters etc...). This was at a time when I was posting content through blog pages while playtesting a play-set called Inconceivable Investigations (think investigative horror ala Cthulhu).
I am sorry that the second document was never added. I remember finishing it, but must have forgotten to upload it. I\'ll be going through my files to grab the second PDF to upload (if not tonight then tomorrow morning).
As for the problems with the original PDF, I will be going through that over the next week!
Thank you Michael for the review! Have a nice day!
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Plasma Basic did need the add-ons. So I raised its rating one. But again, do explain things a bit. and you don't have to squeeze it all onto one sheet of paper.
Still like the art and correct spelling.
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six columns squeezed onto two pages is just too much. And too little. Apparently the author knows what he is talking about, but we don't. Put it into a different order, and for goodness sake explain things. No one will behead you if you add a couple of pages.
on the plus side I liked the art. And unlike so many, you did use a spell checker, so no typos.
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I do like the system most of the way. I like that you have points to add to make an important roll pass instead of fail. But the system does tend to have too many modifiers to rolls, and complicates things when it need not. Like having several pools of points for different attributes to apply to different rolls to change the above mentioned bad roll.
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On the one hand this is much more detailed and gives more characters than expected. Paintings of them too. However some of them seem a little odd, if not weird.
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It uses the system from Atlantis, with a few tweeks. It is a game in which characters either go along with destiny or defy it to carry our gods designs. It can go on though sons and grandsons etc. of the characters to complete the job. Good color artwork, well written. I like the fact that it gives partial success and failure as well as full ones. .
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It uses basically the same system as the rules in Hellas, with a few minor differences. I do like the fact that you do have partial failures and partial successes as well as the full ones. It gives much more leeway to the GM. The artwork was very good..
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the map is more of a chart really. It shows no distances, but does show drawings of what is in each area, if not how long to travel from one to another.
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As a taste it gives some details of three worlds. Glass Desert, Dino World and Rebel Galaxy. The art work is really first class, all color. But as I say it is just a taste, as you have to get the book or rule set to understand most of the jargon and concepts, and understand what the worlds are about.
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Very good, complete and has everything you would need on it. However, because of that it would have been better as a two page (front and back) as it makes the print small and you have to write small to fit it in.
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Creator Reply: |
Thank you Michael!
I will talk about it with the layout artist. What informations you\'d like to move on the back? |
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This is supposed to be a introduction to a rules set. Uh, so why didn't it include anything to let us know what the rules set was? Is it Complex? Simple? what sort of dice or cards does it use? Are there attributes, skills or not? only hint given is it's sort of like Numera only quite different.
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While you do need the rulebook to understand some of the character statistics - like almost every potential snitch requires you to have a different rating on things to get information from them - the starter does give enough to show that the book will be quite good. The write up of the sample episode is well done, giving everything you need, plus a bit more. Definitely makes me want to see the game itself.
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I liked this as a system. It is really well worked out, and explains everything extremely well. So much that you can learn it and understand it faster than FATE itself.
I would have rated it a five if it were not for the Noir (French for the black, depressing, "this universe is just a sick joke one must struggle through even though you can't win" school of film and thought).
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I really liked this one. It essentially makes a game like Feng Shui (only more medieval) based on Fate Accelerated, rather than Fate Core. Beautifully illustrated. And gives lots of examples. I look forward to getting the full game.
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