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 sin...
These are fabulous deck boxes. The lids aren't at all difficult to get off once you get the hang of it, but the mechanism snaps into place *very* securely: once closed, these aren't going to open up in your bag or pocket while you're transporting them from one place to the next. You can even turn them upside down and give them a good hard shaking - they won't open up on you. Fantastic. I only wish they came in a tarot size as well. If you folks sold a tarot-sized version, I bet they'd sell like crazy once the word got out....
It’s a little lizard Joyce! The flashback to her adorable original state is a lot of fun. I also really enjoy any time we learn a little more of what Mama Shug is capable of; it’s interesting world-building.
lavishly illustrated and well researched you could honestly use this book just as a research tool not just a RPG book. Plenty of data that can be used to generate adventure and encounter hooks. Easy to use with a great layout.
Cannot recommend this enough