Spirit of the century

December 2, 2010

I love this rpg setting and mechanics.
First off, its set in a pulpy 1920s setting. The shadow and the like.
Secondly, its easy to run.
I am able to quickly and easily spin up adventures via pulling things out of backstories and invoking aspects.
Why does that matter? It makes the heroes at the center of the story, as the key players and even when I the gm are invoking the aspects for compels, its still the characters leading the way.

I also love the way we make characters. By filling in early adventures, and childhoods and defining aspects, it causes people to make characters and not statblocks.
The aspects are what make the game awesome, not the skills or the stunts (see feats in dnd) but the way aspects can be used to alter every roll and action if it makes things better.

It also helps I got a good group of players who like their characters and our adventures. I can even rotate out of gming as things are not heavily linear, and adventures take 1 session on average. So its utterly unlike dnd. Its fun. Go play it.


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