Kids vs strange forces - a Mephisto review
Arecibo
Something strange is happening in Puerto Rico: there is an island-wide power outage. The US military begins a naval blockade. And some children develop strange powers...
The initial situation of Fate World of Adventure Arecibo sounds exciting. Players take on the role of children who have been altered by strange forces and thus develop special abilities. Three new skills represent these powers, but they are also the central factor in the setting because they are apparently bound to alien entities seeking to achieve their goals through the children. And it's no coincidence that the title of the game refers to the radio telescope in Arecibo.
Arecibo offers an interesting setting – starting from the insights into Puerto Rico and the scenario of playing as children to large conspiracies of cosmic powers that also attract the US military to the island. An introductory adventure delivers the player characters directly into the story. Unfortunately, however, much remains very vague. After the introduction, the further course of the plot arc lies in the hands of the individual gaming group. For me, in this case, this feels less like freedom for the game master and more like being left alone. Arecibo offers exciting ideas and promises some potential, but in my view, the book leaves too many questions for the reader to start playing easily.
(Björn Lippold)
Rating: [3 of 5 Stars!] |