The game, as currently written, is seriously broken.
Its never really clear if the game was written with the intent that the narrative triggers the moves (like most PbtA games) but if this is the case if simply doesnt work due to the absense of trigger conditions on any of the moves. In addition there is a paragraph suggesting that combat occur in turns and that everyone should get a chance to use a move each round. This simply wont work with the freeform narractive structure of PbtA games. What if the narrative they describe doesnt trigger a move. Also there are huge gaps in the moves - so for example there is a move for knowing something, a move for negotiating, a move for assessing things, and it feels like about 30 moves for hitting things with a sword/staff/fist or other weapon. There are no moves for pretty much anything else - for example performing a dangerous arcrobatic feat.
Also there is almost no MC guidance, no MC Principles, no Agenda and no MC Moves. There is a single page Conflict whihc talks about story structure, but nothing as useful as Fronts in Apocalypse world. There appear to be a couple of Blades in the Dark / Forged in Darkness ideas thrown in around position setting... but these arent really developed. I'm going to see if I can find some actual play examples and figure out how this is supposed to be played - because its really not obvious from the rule book.
The layout is very pretty, the history section is great, as is the world section and of course the art is wonderful. Shame about the game.
(And don't get me started on the number of typos)
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