Just read it, and I think it's an excellent review-- lots of good points on both the strengths and weaknesses of the book. My one quibble (and it's not even really a quibble, more of a "what I was thinking" explanation) -- is on the Team Player personality feat. You write: "I'm a little concerned that a Team Player can gain a point by performing an "aid another" action; the opportunities for this are much greater than some of the other feats." That's quite intentional. One of the things I wanted the book to accomodate is the casual player who finds himself being dragged into a more complex political game. (If you remember, I talk about Robin's Laws and tuning games to a variety of players -- it's pretty important in an unconventional style of game like this one.) The Team Player archetype is specifically there for casual or shy players; it gives them something easy and helpful to do that doesn't require them to initiate schemes or otherwise put themselves in the spotlight. The other thing to remember is that each PC can only earn 1 action point per session, and that the most useful benefit (experience) is shared with the rest of the group. That makes most of the feats self-balancing, because no matter how many opportunities you have to do something you can only benefit from it once. In addition, the player group benefits most from a game mechanics standpoint if *every* PC has their moment in the spotlight. Designing personality feats with different difficulties of achievement gives retiring players a chance to contribute while encouraging the group to devote more attention to making sure the more thematic characters get their moments in the spotlight. Anyway, I think it's a great review. Thank you so much for giving this your time and thoughts! best wishes, Chris Aylott Writer and Retailer http://www.spacecrime.com/
Edited 5/16/2003 1:57:46 PM ET by Space-Crime Continuum (SPACECRIME2)
|