It's an interesting system, but the
magic rules in particular have big problems and are buggy and
poorly proof-read. They aren't consistent within themselves and
they also aren't very balanced: you can either be a really minor
talent and do next to nothing, or you can be a modestly leveled
wizard throwing 20d6 fireballs as if you were 20th level.
Worse, many examples in the book of calculating spell DCs have
some kind of mistake or error, so you can't even rely upon the
sample spells some of the time.
Extracting magic or restricting it to encounters with Taken or the
Circle makes the system more playable. There's still the problem
that having minor magic is pretty central to the setting.
I ran a brief campaign starting with the PCs getting recruited in
Opal by the Nightstalkers, who were training up prior to tackling
the Plain of Fear on the way to Rust. The first "finale" would
have featured a confrontation in the sewers below that city
between the characters, a member of the Circle, the Nightstalker's
wizard Twilight, and the Faceless Man. If they survived, they'd
have been agents for the Faceless Man at that point, and the next
campaign would have seen them flown to the Tower at Charm for the
part of the battle there Croaker missed.
The setting is pretty fantastic and the few missions I was able to
run went really well, including a run into a ruined part of town
to retrieve a stolen possession which involved a lot of rooftop
climbing and jumping as a gang attacked them. The final mission
saw them investigate a lost patrol and stumble across a "priest"
who turned out to have magical talent, in conjunction with some
kind of mutated creatures, which would have set up a mystery
involving someone training minor talents for his own purposes.
I'd be interested to see what a version based on 5th edition
D&D would look like.
David
On 11/8/2017 2:19 PM, Scott Bonner wrote:
I know I really
wanted it at the time but could not afford it. I think it
would be a great world to game in.
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