I want to love this book.
It blends a lot of Fantasy Age 1st Edition and Companion rules together, coming in at twice the page count of 1st Edition. Adding a fourth character class (socially skilled Envoy), 3 player ancestries and brings in things that were common house rules (a Specailsiation at 1st level) and a range of optional rules. Class specific stunts lend depth to class choice, whilst still allowing enough cross over for flexibility.
The mechanics remain simple and elegant. Character creation adds to 1st Edition having a random element from Ancestry features - two random options can now be switched for one fixed if a specific character concept is in mind. Adding a Secrets Talent tree for each ancestry allows characters who want to lean onto the classic/sterotype is a great idea. Which is topped by having a whole set of Specailisation for exotic ancestries (divine/fey/demonic) as a bolt on, that could even be discovered later in play. Personal challenge mechanics to allow depth of roleplaying to have xp rewards are interesting, but will need
One especailly nice touch is Defeat Conditions, taking the next logical step on standard conditions brought in here, where 0 Health puts target out of fight. So PCs don't have to leave a trail of corpses across town, and a party wipe can become a "captured for later" situation without obvious fudging. Which is good for forging lasting nemesis relations, as well as being forgiving on new players.
... but there are a few issues.
Art work, whilst generally good, ranges from brilliantly evocative to cartoonishly bad. Layout can be challenging, particularly in the Adversaries chapter (which is substantially larger than 1st Edition).
The biggest let down was the campaign setting chapter. After Highfalls Swale in 1st Edition (a self contained mountain region for apprentice characters, that could be plug and play into any game world) I had very high hopes for the nautical themed Breakwater Bay in here, especially with the book's hints about it being part of a larger setting of Stranger Shores which sounds intriguing. Its okay but very bland with little of way of conflict (the book is so inclusive it includes pronouns for NPCs, which as a GM I'd rather select myself, if not plot critical) set up for potential GMs to use as a springboard. The geography and cartography of Kassa Island is painfully bad (like, multiple branching out flows from every lake to the sea, bad).
The inculded adventure (always welcome) is solid if linear, and possibly a little quick to reveal a major challenge to a Stranger Shores background.
In all; a good game, and ideal for beginner players, inexperienced GMs would have a hard time expanding from what is in the book to an ongoing campaign.
My advice to Green Ronin would be: re-release Highfalls Swale, including a couple more adventures in addition to Choosing Night, as a stand alone product. Then tie it in (property inheritence trope?) to Breakwater Bay for travel and exploration; after hiring any high school geography teacher for a day's consultancy to correct the basics and split Kassa into a three island archepeligo with at least two potential home sites. Seed with a half dozen adventure sites or fractions. And you have a solid campaign foundation.
And if smugglers are going to be a be a thing ... you need what? between where? and why? answered even if only vaguely.
Best of luck, this game deserves a good run.
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