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So here is one of my favorite tool to GM, and at that solo or not. I always tend to use 2 decks, the generic deck (this one) and the specific one for the setting (like cyberpunk, or space opera, or whatever). I tend to use the generic deck for the generic stuff (like the oracle question, and the difficulty curve) and the specific deck for the setting I am in.
The cards are packed with informations, including the yes/no oracle, the difficulty curves, a set of icons, the catalyst, the sensory informations, or a set of 3 words. Add the fact it comes in the form of cards and it is fun to manipulate cards.
To give an exemple you can meet (location) "in a farmhouse" a character named "Elmer" who (catalyst) 'Lost his memory", with next to him (sensory) "a pulsing orb" with (difficulty curve - 8) "a high level of magic inside". And you can oracle 'Does Elmer knows what this orb is ?" (bad) "no"
What's not cool:
- the runes, remembering what they mean is more troublesome than anything
- the...
Rating: [5 of 5 Stars!] |
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I loved the first How to Host a Dungeon. I'm sorry to say this version doesn't live up to it.
There is a whole lot more content with lots going on, but the creator seems to have changed design philosophy.
While the first game gave instructions on where to place things, how to draw them, etc, this one replaces much of that with 'your intuition is better than any rules.'
This is not an uncommon sentiment in tabletop games, but it is a fundamentally flawed one.
If someone wants to just make something up, they don't need rules. If they don't want to use a rule that exists, it can be ignored. If there's no rule at all, then that choice is removed from the player entirely.
Ultimately, this edition leaves the player just making up rules for themselves for half of it.
It's good for being one of the only games of its kind, but it's a disappointment as a sequel. I recommend the first edition, instead....
Rating: [3 of 5 Stars!] |
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