This RPG is such a tight package. It won't be for everyone but it really marries together narrative/theme and mechanics to make a short sandbox campaign experience.
It is the first RPG I've seen that explicitly lays out the mechanics that drive sandbox exploration. Spoiler alert, the PCs can all see how well-positioned they are to "win" the game--winning defined as getting narrative control over the epilogue of the campaign--and can improve their position by doing normal sandbox RPG things (e.g., exploring dangerous areas and looting them, forging alliances with NPCs, etc.).
Even though people put too much emphasis on dice math over the context of the rolls themselves, just know that htis game has some fun dice rolling. It's a 3d6 roll at-or-under system with a really unique resolution for combat and technology (this game's version of magic). I'll condense it here to just say that--in combat for example--rolling to hit, rolling for damage, and rolling for special effects are all condensed into one die roll. I haven't gotten to play it yet but I imagine this would prevent bloated and slow combat while keeping things fun and swingy.
Anyway, this game is perfect for making a short sandbox campaign with perfectly tailored play procedures. I say that it won't be for everyone because this game simply would not work with a more linear style of game.
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