Last year I was in search of a new system to try after becoming sick of 5th Edition D&D and looking to branch out into new things. After more than a year of playing with this system and nothing else, I can honestly say I've found my dream TTRPG and will hopefully continue playing this wonderful game for years to come.
Where to start? The amusing artwork was one of the first things that drew me in, and inside the book you can find more of the same amazing and hilarious art, with more contributed by other members of the Kill Sector community in some of the other supplements.
The game mechanics put a strong emphasis on combat, and are easy to learn for beginners to tabletop games and trivial to understand if you've played any game in the D&D sphere. Despite this, there's plenty of innovation to be had. As opposed to using levels and classes, characters are given a set amount of points to build their characters by shopping through the literal thousands of 'functions' you can give your character, with many powers, weapons, and abilities you can pair together, with a functionally infinite number of playstyles and builds you can drop into a session.
It's shocking how it manages to be both very easy to grasp but infinitely deep. You could easily build a character in about 10 minutes, or (as I have) spend days thinking over the perfect way to balance those ten points you're given to make a really creative build. I've got folders full of builds saved on my computer, which is constantly growing due to just how fun it is to make a character in Kill Sector. You could play -- without homebrewing or going outside the rules -- a sentient go-kart with a minigun that can turn invisible. Parties of Kill Sector gladiators tend to be wild combinations of characters that are instantly memorable and fun to play.
On the other side of the screen, the GM is offered the same benefits -- the game is easy to run but still capable of insane levels of variety and customization if one desires. Kill Sector places an emphasis on one-shots over long-form campaigns, which offers a much greater freedom when it comes to designing a session, as well as freeing everyone up from the expectation of finding a schedule to play once a week for several months to get through a campaign. Despite this, Kill Sector is infinitely replayable, and once you've tried a one-shot, you'll be eager to build a character for the next one, or design the next arena for the other players to fight in. The game is far easier to run than anything else I've tried, and offers lots of GM advice and good ideas to make sure your session is balanced and fun.
If you're hungry for more content aside from the thousands of options already available in just the Core Rulebook, there's several supplement books for Kill Sector available and regular releases of a quarterly zine that offers thousands of more choices, created by both the developers and the community.
The best part of all of this? Kill Sector is PWYW, and completely free if you don't have any money to spend. The fact that a game of this quality is able to be enjoyed for completely free is hard to wrap my head around, but I'd still recommend throwing some money their way anyways just for the sake of it.
This game is alive and well, and I'd recommend joining the Discord community after you check out the PDFs, where you can chat with the devs and all the other fans of this game. You can also check out all the new releases and content put out for the game the moment it gets released, so check that out too!
Highly, highly recommend giving this game a shot if you're even the slightest bit curious. I can't sing this game's praises loud enough.
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