Finally got the game to the table for a test run. The group had done some ICRPG, another rules-light game, not long ago, so I thought this would be an easy pick-up game… Nope.
The dice system is light, and can quickly get you through a basic combat or task check, but what about everything else? The concept here seems to be: you will need to adjudicate the details. And for seasoned RPGers, there will be details. For a system that prides itself on quick resolution via minimal rule look-up, I think it neglects to acknowledge that players will either try to find a rule that isn’t there, or will want to discuss the merits of a new rule/mechanic to handle that particular situation. Either way, not quick.
For example, before starting the adventure, I reviewed with them the Wealth rule. It is abstracted into levels. No coins. You are a certain ‘level’ of wealth. And wealth advancement/loss is arbitrary, based on narrative - which, again, is adjudicated. Having something so abstract that affects so many other aspects of the game was obviously going to throw up some red flags. There went our first 15 minutes. And with no resolution - primarily because we decided it was going to be a one-shot and thus it was mostly irrelevant.
The same issues were prevalent with magical effects. And combat tactics. And on and on. I shouldn’t have given the players the rulebook.
If your players don’t ask too many questions, or don’t think outside of the 2-dimensional d6-box that these rules put them in, this game may play as fast and smoothly as it claims. But our first session went slower than a game of 5e with all the stopping, hammering out details and new core concepts, and having multiple discussions of “can I”.
I think it would have been much easier if I just told them it was a board game.
All-in-all, I would not put this in the category of a rules-light system, but rather an incomplete game concept with some assembly required.
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