Mechanically game really need punishment where failing the roll will reduce some time from the clock. Otherwise I like the Fiasco-like relationship mechanics and the time limit as a whole. Setting just feels little bit forced.
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Mechanic vice I like the fact that your skill level determinate what you can re-roll. This is quite clever solution and players that enjoy rolling lot of dice will enjoy it. It also keeps up the tension when you can always hope for success or at least poor enough roll for re-roll. Idea that each obstacle has only one solution fights against my personal rpg ideology.
Setting is your out-of-the-mill low sci-fi setting. There is nothing wrong with it but there is nothing excitingly new either. Scenario is also little dull where space heroes haul good through lawless wilderness without bigger motivation than wealth and fame. These are both fine but they have been used so many times before.
Overall the best part is mechanics and other parts are fine.
I like the mechanics how each cultist preach from their own holy book, but there are few elements that doesn't sit quite right with me. First is that cults have only one message instead of whole belief system (what is sin, how to repent and what you get afterwards). Second thing that I don't like is that there is only one GM. This could be changed to GMless system where each prophet takes turns representing the problem then other prophets try to solve it according to their holy book. Also I feel that problem should be presented before cultist turn.
Overall the setting is fine, mechanics are great but could use little fine tuning.
I actually think the odds are too good. On average you have 2 dice on each "skill" meaning you have 89% chance to succeed. If it where 4+ you would have 75% chance.
But what IMHO is most interesting part is that each failure really makes a dip in your chances of succeeding in future. So loosing gear will really feel like you you have lost something.
I really like this one.
It has strong RPG elements that are supported by well defined mechanics. R/P/C is not my favourite part because it breaks some immersion and really don't see purpose for it. I believe that players should give narrative right for their characters to other players in some extend.
Setting is bit fuzzy on the time period or specifics but it is complacently understandable. Scenario on the other hand forms naturally from PC and their actions.
Theme and end twist are strike of genius. Having poured your heart out and opened in the final hours just to return to ordinary life is great twist.
Mechanic are little lacking because it will because it is hard to find other viziers secret also playing King seems bit dull because they only declare dilemma and the player to solve it. Would be bit more interesting if anyone can choose to give a solution.
Setting and story vice this is good. King can make dilemmas that don't directly fit to anyone's branch forcing lateral thinking. Only thing is that the theme is not really shining in this one.