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6/19/2025, 2:27:53 AM
>>95902219
In summary it's a game where you are encouraged to play a wide variety of creatures with primarily aesthetic differences (turtle person, monkey person, robot person) and very minimal mechanical differences (the monkey race is good at climbing and the human gets... an extra stress point?). You gain a class with a number of magic card style abilities from two different "domains" and you'll share each domain with another class so it's guaranteed there aren't enough cards for everyone. The main dice resolution system is easy enough to roll and I like narrative complications but it feels totally arbitrary because the likelihood of a good thing or bad complication happening is quite literally 50/50. And even if it's a good thing, usually it's not a narrative benefit but just an extra hope point metacurrency you can spend as ability mana. The background you come from also just gives you an extra thing you can do well (from useless like the underborne ability to see in low light, to incredibly broken like the seaborne ability to collect tokens after rolling fear and then spending them for +1 bonuses for absolutely free). Combat is somewhat fun, if chaotic, and it's nearly impossible for players to lose unless you ratchet up the challenge. Even when they do die they can just say "I don't die" and get a scar instead. The players will also be joining in describing your environment and truths about your world so get comfy with that idea upfront unless you want salt.
Oh, I forgot another con.
>The system uses really poorly named range bands (melee, very close, close, far, very far). Really only Far range matters. You can do whatever you want movement wise if you aren't far (then you just gotta roll an agility test). But then they add a "giant" ancestry that increases the range. This becomes incredibly hard to track with the abilities with range stipulations and often breaks many of the abilities (e.g. Whirlwind)
In summary it's a game where you are encouraged to play a wide variety of creatures with primarily aesthetic differences (turtle person, monkey person, robot person) and very minimal mechanical differences (the monkey race is good at climbing and the human gets... an extra stress point?). You gain a class with a number of magic card style abilities from two different "domains" and you'll share each domain with another class so it's guaranteed there aren't enough cards for everyone. The main dice resolution system is easy enough to roll and I like narrative complications but it feels totally arbitrary because the likelihood of a good thing or bad complication happening is quite literally 50/50. And even if it's a good thing, usually it's not a narrative benefit but just an extra hope point metacurrency you can spend as ability mana. The background you come from also just gives you an extra thing you can do well (from useless like the underborne ability to see in low light, to incredibly broken like the seaborne ability to collect tokens after rolling fear and then spending them for +1 bonuses for absolutely free). Combat is somewhat fun, if chaotic, and it's nearly impossible for players to lose unless you ratchet up the challenge. Even when they do die they can just say "I don't die" and get a scar instead. The players will also be joining in describing your environment and truths about your world so get comfy with that idea upfront unless you want salt.
Oh, I forgot another con.
>The system uses really poorly named range bands (melee, very close, close, far, very far). Really only Far range matters. You can do whatever you want movement wise if you aren't far (then you just gotta roll an agility test). But then they add a "giant" ancestry that increases the range. This becomes incredibly hard to track with the abilities with range stipulations and often breaks many of the abilities (e.g. Whirlwind)
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