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Nova by Spencer Campbell
4.0

NOVA's design goals can be summarized as follows.

1. You are a badass!
2. See point one

In the future, the sun exploded and humanity survives in cities built around fragments of the shattered sun continuously threatened by the weird monsters and hazards of The Dusk. You are a Spark, piloting a cutting edge combat exosuit equipped with a suite of powers to shine a light in the darkness. The style is incredible, with great art and design throughout.

The game isn't tactical so much as cinematic, providing a framework for badass stunts and attacks. The GM is strongly encouraged to switch up the circumstances of the fight every round, a much more cinematic option than counting squares and trying to stack another +2 to hit.

The game is simple enough to explain in a few minutes, and has enough content for short campaigns, though players looking for epic builds and lots of crunch will be disappointed. This isn't a system to be mastered so much as to be enjoyed.