Personally, I love randomiser-free role-playing, but such games need to focus on the storytelling rather than the simulation. Much of this system appears to be an attempt to emulate dice-play through resource management, and that leaves me wondering if the dicelessness is just a gimmick. How does this comprehensive rules set move the game away from the tactical towards the imaginative? It doesn't. All it does is substitute a different mechanic.
For a freebie, it's well-produced, nice and clear, quite adaptable, but only innovative in the way that eating cornflakes out of a cup is innovative. At no point does it ask "why don't we do without cornflakes?".
Rating: [3 of 5 Stars!] |