So.....I am finally getting around to reviewing my purchases on Drivethru. i ain't very long winded, nor do I mince words. Been gaming since 1978 so I've ran a lot, played a lot and seen a lot, but by no means am I anything but a novice in this grand adventure called gaming. New is interesting as well as old. I keep an open mind and open pages towards games.
Geist is a World of Darkness game that doesn't really need to be integrated into the Vampire, Werewolf, Wraith or Mage biome. It ain't Wraith, but it is easily confused until you open the first page. Geist deals with a lot about life and death and what happens between and after. It is its own language, dialect, accent. It doesn't belong anywhere else in the World of Darkness. It is a world of hope and despair and the places in between, and I am ok with that. Sin Eaters are those who deal with and guide or destroy aberrance in the After. There are serious powers going on here, used by ghosts and skills kind of link you to what you were good at in the past, and this is a plot device and character hook that makes GMs squee with excitement. You give the GM power to use you and your story. Better yet, those left behind are a tool for the Gm to emply for good or ill, in your unlife.
I really enjoyed this game and it got my mind to working, which is a good thing. There is a lot of potential here that I haven't found that much in the other WOrld of Darkness games, to be honest. They are great games, don't get me wrong. They are also resting in fiction and a smattering of reality used to put you where your character lives. Geist the Sin Eaters IS reality. Death comes for us all, but can we outlast it and help others find their personal triumphs or eradication from all energy? The story is open and begs to be told.
Danny
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