Spellblades is an evocative and innovative game.
There are some unsolved game design mysteries that Spellblades answers and packages into a ruleset that beckons to be read by candlelight.
Spellblades settles the matter of character attributes confidently with Force, Finesse and Sense. This is a wonderful set of words. The game's theme is duality and players (or witnesses, as they are called) may choose to narrate whether their character approaches a situation with spell, or blade (hence the name).
As I understand it, this opens up the character attributes to more than just actions a character can take and all three could be interpreted as physical, emotional, mental or social depending on the situation.
Spellblades asks you "How do you use your Force in this situation?"
It doesn't have to mean kicking the door down. There is Finesse to picking a lock, as there is to a high-stakes negotiation.
The game features a narrative 2d6 resolution system with a 'twist' mechanic ideal for GMless play.
Spellblades' procedures descend from Moves found in narrative-driven games but expands on the concept and provides a framework for players to work along to establish a scene. It is clear what a player must do on their turn.
Overall, fantastic work. The game reads like you found it dusted and worn at the back of a creepy bookshop, offering ritual and magic you shouldn't know.
100% of Act I's content will actually be done this month! That means all we have left to do is a big polish and implementation pass next month
(items, mods, combat, quest-rewrites) and that's a wrap on Act I! It's taken us forever to get to this point, and one last big push is what was needed to make it all come together.