Hi. I'm Castilonium, and I like this product so much that I wrote a guide for it that's almost 300 pages long. Here it is! https://docs.google.com/document/d/12orVebNArSC8Hq78ewOegVeYVMBp0gFMccl_kHn43Tc/edit?usp=sharing
In a nutshell, Spheres of Guile lets you have meaningful non-magical utility outside of combat. Any kind of character can access it via traditions, feats, and alternative progressions, just like Spheres of Might. There are a ton of new skill uses, several new conditions that are useful both in and out of combat, and other mechanics that let you up your suave international superspy game.
Some mechanics might seem confusing at first, and I've seen experienced players with high system-mastery get completely turned off because of it, but I think that's just a mindset issue on their part. Even if there are things you dislike in here, I'm 100% certain that if you like intrigue games, there are many elements of SoG that you'll love. Don't skip the non-mechanical sections that give you advice on how to run guile games -- they're surprisingly insightful!
I could go on and on about SoG, but my guide should suffice. There's a handy Q&A section at the start for common questions. Have fun!
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