Here is my mini review.
I bought the player's guide a few days after it came out. I loved it and as soon as I finished it I bought the full game. I'll be running this next moth.
I there are a few minor editing quirks, but in the general the book is very well edited and easy to read.
The players guide:
I liked the PC races. They are very evocative of. The genre.
I liked the idea of starting community and important Npc as part of character generation. The 3 recommended starting communities are well fleshed out and cover all the bases: vault, town in the ruins and tribal.
The community building rules in the players guide are what really sold me. They seem well thought out and provide something I have been looking for in a rpg for a long time: a way for the PCs to influence their communities in a real visible way, supported by mechanics. I think this is going to get the players invested in the community and really give them something to fight for.
I'll try to review the GM section in a way that does not give spoilers to the players:
First of all this is a pretty big Book. Abot 114 pages devoted to the gm plus some forms, etc.
What sold me on this game is the fact that it is a PA sandbox. Frankly I have not seen a decent one since Gamma World 2nd ed. The Broken Earth sandbox blows all other sandboxes I have read Out Of The Water!
The sandbox is a combination of locations, mini-plot points and linked events. I got my money's worth out of the game just from the enjoyment of reading this section! I really like how "alive" the game world feels. The objectives, and world views of the major settlements are described well and give a very complete and "real" feel to the setting. The game world is large and very complete, but at the same time there is plenty of room for the GM to fill in with his/her own ideas.
The are some setting specific rules. The scavenging rules are FFF. They seem simple and effective. The mass battle rules follow the rules in SWDE. The community building rules dovetail nicely into the scavenging rules and mass battle rules. The radiation rules are simple and effective.
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