While the game is based in a diesel-punk, manga-style Europe, the setting isn't heavily wrapped up in the story and mythology of the comics... so, unlike other licensed games where the existing story (usually a movie) hamstrings the storytelling, Carbon Grey floats on its own. (And maybe you can use the space-time surges to hand-wave all the differences you want in your timeline.) So, if you're not a huge diehard fan of the comics, that doesn't matter. The comics are pretty, but this game-setting is not hung up on it like some other licensed games.
The game itself? It definitely has a strong WEG d6 Star Wars feeling to it, but with updates and twists to the d6 formula... inspired by other d6 games, along with other RPGs. Some of it is around the mechanics, like the wild dice (which exist in other d6 games). Other additions have more of a narrative effect... like signature items (like from the ALIEN RPG) and a character's obligations to family, nation, etc. For veteran gamers who are fans of d6, there's a lot to like here. It's familiar, yet improved from the old Star Wars days... including character-level and vehicle-level conflicts.
For those who aren't as familiar with d6, this book is well laid out. It's a professional rulebook done by people who have experience writing RPG rulebooks. The content is clear and readable. There are plenty of examples, along with a solo scenario (which is a good way to demonstrate how to play a game) and other example scenarios. The PDF is well laid out.
And, back to the comic books... the art for the RPG is gorgeous, which is a hallmark of Carbon Grey. Amazing manga-style vision of Europe. The preview gives you a taste for it, and the art is consistently used throughout the book. They did a solid job incorporating the comic art, although it couldn't be too difficult with the rich artwork of the Carbon Grey series.
Criticisms? d6 requires some level of math. You have to add up the dice to get your sum total in your dice pool result. (You could solve this by using a digital dice roller... except for the wild dice, which you'd want to roll separately.) It's not a simple roll like a d20, although d20 games tend to burden you with a lot of math, anyway (like all manner of modifiers after the dice roll).
Also, while the game setting strongly suggests stories that involve things like Bloodlines (nobles being different than commoners, for instance) and Ballroom drama, the d6 rules tend to favor physical action. That's what most of the d6 writing is about, going all the way back to d6 Star Wars. Social events without massive gun-fu fights have far less support in d6... so you'll have to make that up on the fly. (Of course, this isn't just an issue with d6. Most RPGs don't say as much about drama that doesn't involve weaponry.)
Now, the game will push you towards things like family and society with your character's obligations, but d6 (and most other rules) are made with a more tactical combat focus in mind... such that even social settings become "social combat".
The only reason why I point this out here is because the setting and material should point you to some level of social drama and espionage... but even more of the material will be pushing you into combat (including so many of the character Archetypes, such as the Devil Dog (Teufel Hund), the Cavalry Scout, the Dragoon, the Trench Fighter, the Shock Trooper, the Hawk-Eyed Sharpshooter).
It is a gun-fu comic, though, so some level of physical drama will be expected.
Overall... it's a beautiful book. The work is professionally done, and the updates to the venerable & imminently playable d6 system make a lot of sense. The way they incorporated the licensed material leaves you a lot of room to tell stories (unlike, say, the DUNE RPG, where it's Arrakis or bust). There area ton of archetypes, and the added bits of character should help players personalize their archetype characters even further (which seems like a good borrowed idea from the ALIEN RPG).
This is really well done. If you're not a fan of the comics, you should still find something good here. It's a good example of how a RPG book should be put together, especially a licensed one like Carbon Grey.
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