![]() I put three points into trusting you, so you get a bonus to aiding or hindering me, as I am opening myself up. It seemed to me that the mechanic should be the other way around. If I want to hose you, I put three points in trusting you and get a big fat bonus to holding you back all the time. If I trust you and you don't trust me, I get a bonus to hindering or aiding you, and you don't get one for hindering or aiding me. I get a bonus to either help or hinder you equal to the points I put in Trust. If I assign some of my Trust points to you, it means I trust you. You get to assign Trust points to other players, which is a cool idea. Overall, I agree with Obsidian that it feel more specifically inspired by the game CoC than by source materialĪnother thing that drove me nuts was the trust mechanic. I think it generated very good plots for people that are new to the whole Lovecraftian RPG thing though. It partly comes from have been running and playing CoC since the mid-80s, combined with holding this up to the newer takes of recent Pelgrane and Arc Dream products. It seems terribly unfair to blame a Lovecraftian game for being predictably Lovecraftian in its tropes. This is why I underline that that this was uninspiring for me, not necessarily a flaw in the game. It's just that I found it gave me a CoC-style adventure that I felt I had done many times before. They are a nice catalog of Lovecraftian tropes. As this was my first time running a game inspired by *World mechanics, it felt especially awkward.Īs a completely personal opinion, I found the plot building blocks a little uninspiring as well. There are a few places where the game feels uncomfortable with *World concepts. I've made all my players fill out a questionnaire, and spent my own time compiling, so I feel obliged to use it, but I also feel obliged to let the story go where it goes. The problem is that it sets up a massive violation of the whole *World principle of playing the game to find out what the game is about. Essentially, you have a loose adventure and plot to run the players through.īy itself, this is just a really cool idea. The GM then takes that information, and bascally runs it through a simple algorithm that gives you a few plot threads from the book that you weave together. The questionnaire thing is an awesome idea for giving players input into the setting, in theory. I ran it, and it does feel like its divided uncomfortably between being a *World game and trad game.
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