I am very impressed by the game. The writing and artwork is superb and the world has an interesting twist. The addition of vampires and ferals (animal mending humanoids) into an otherwise ‘realistic’ world building is surely a question of taste. The world still feels plausible and the supernatural element is kind of explained by a secret truth, that is particularly well written and adds another layer of depth.
While the world and type of adventures are classical cyberpunk plus a bit of supernatural, the rule system is quite different. It uses stats and skills, but the fact that skills can't be levelled (1) and are either possessed or not is an interesting design choice. The system only asks for rolls if a situation is stressful, a skill is not possessed or a difficulty is higher than the related stat. If a roll is required, we compare two d12 to our stat and need one success if we are skilled and two if not. That is a truly unique approach that promises a very smooth and narrative gameplay but might need some accomodation.
The corebook alone holds everything you need to play. Obviously the 290 pages can't present a world as detailled as other cyberpunk games that exist for decades. The philosophy of the game takes this as a strength, by allowing the GM and players some freedom in their interpretation of the world. For example there are no fullly fleshed out adventures, bur data seeds that are meant to inspire thrilling adventures, but leave the Group to fill out the exact details.
I can recommend the game to anyone who is interested in a cyberpunk setting with a lot of freedom and a supernatural twist. The game can keep up with the big names out there and is definitely worth checking out!
(1)To be nitpicky: In fact there are specializations, but they work entirely different from traditional levels.
(a more detailed review can be found in German at www.zauberwelten-online.de)
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