This RPG appears to draw in all my favorite elements of Deadlands and Shadowrun, twist it to a unique perspective (especially in their alternate interpretation of magical races), and make it their own. The system is gloriously simple without all the mind boggling statistical whackamole that Deadlands demands, has a beautiful emphasis on player driven content instead of the usual "buy bigger gun" motivations of other systems, and overall seems to be a solid excuse to wax one's moustache and buy a top hat.
I regret that I do not have the spare money to buy the actual core rulebook, as this quickstart guide only has the player-relevant aspects to it without the vast historical construct that I expect a game like this to have. Additionally, I hope they have longer equipment lists for arcane artifacts or objects of power, because more often than not an ancient breastplate can lead to a satisfying homebrew adventure.
If writers come across my comments, then please please please emphasize player agency in the overarching plot, because the one thing I know can make or break this game is whether players have an actual ability to change their world. Consider using Gencon or other game conventions to settle major plot points that can lead to other premade adventures.
In the meantime, I have already recommended this to a friend in hopes that he will use this system as well.
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