A simple solo game, imo best used as an oracle / random table for classic fantasy adventures.
The core mechanic of drawing cards to see what is happening in your adventure is fun and engaging and overall the highlight of the system to me. Resolving encounters is also quick and enjoyable and rewards always feel valuable.
After finishing a quest, it is fun to connect all the the events into a coherent storyline.
I wish there was a bit more detail given, as most Events and Locations are combinations of a descriptor and a noun, i.e. "Burning Forest". If you want more narrative around it, you can of course invent it, but the game does not give you anything to work with in that sense. As it is, the game feels more like a board game with mild narrative elements (which is fine).
The rules are fairly simple, but sometimes not very clearly explained. I think structuring the rules more like those of a board game, starting with the overall structure and then explaining all the steps in detail would be an improvement.
Generally, I found the layout a bit impractical for playing, having to jump around the pages quite a bit when resolving encouters. For example the quest table could be placed right before the events and locations table. Pages with post-encouter resolution steps (Events, Locations and Evil Beings) could have the dice roll and associated outcome listed on the table page itself so one does not have to jump back just to have to jump forward again.
I think the balancing could also be a bit tighter / offer different difficulty levels. Maybe I got lucky, but I never even came close to being low on resources or in a failure state.
The shadow / spirit dichotomy and associated mechanics are compelling but hardly ever come into play. More elements that would trigger shadow checks / increase shadow would be great.
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