Well put together!
Great illustraions throughout, clear contextual sections, and accessible design for pen-and-paper RPGs.
Personal note: I've played rules-heavy TTRPGs before; and they can have their own charm. However, I've moved back into the 'rules light' branch of TTRPG owing to the degree of malleability one has with interpretating and building upon scenarios. (Suffice to say that even verbose water-tight rules etched in stone cannot prevent power-gaming from happening. One needs the desire and the maturity to 'follow the fun'.)
There is sufficient material to run an improv session or three. There's no shortage of opportunity in making your own themed modules. The tricky bit will be how in the future, Penflower Ink will be able to explain/chart the meta-world of fan created modules and extended/expanded content. For it in inevitable that some future (fan-made) modules will end up mutually exclusive.
tldr; take a look at the material. If you don't feel inspired to add your own details as game world concepts, you might only be able to play this as a one-shot novelty.
Love it. It looks so great. it's worth the $5 for that alone.
I just don't quite understand why it gets crunchier towards the back. It starts with a simple achievement system and attribute health system and then gets more and more complicated with extra combat health ("hurt") and abilities. There is nothing wrong with that in itself, but it seems much easier at the beginning.
I love the goblin generator and the spell system. It really has a lot of charm.
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This is part of the 5-Star-Day:
Check it out:
Delivers both goblins and grimoires.