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frasersimons

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Wicked concept thick with evocative art, tables, encounters, maps, etc. Only complaint is some of the layout decisions make some things difficult to read for me, maps could have used some direct lines to make it more intuitive for quick reference, and the larger map with sections could have really user page XX to their specific locations. In the intro says the rules are in the back of the book but they actually follow that page directly in the front.

Everything else is compelling and beautifully put together. Had a great time reading it and look forward to a re-read to grok it better.

I gave this another read since I’m currently running Emissary Lost, particularly focusing on the setting rather than player facing materials like before. I ended up enjoying it more. The setting is pretty cool and evocative. The factions are pointed at each other in interesting ways.

It would be 5 stars from me if the mechanics were in service to the setting. It’s not. The characters are constantly re rolling, which doesn’t make sense in fiction since it’s supposed to be prayer. You’re basically doing a Hail Mary every time you attempt anything—and you still fail. The icons are fickle, sure, but success with a consequence is FAR more interesting, and the GM also gets darkness points on top of these failures from the prayer rolls pushing their rolls. There’s boat loads of equipment you’ll probably never interact with and the layout is rough for finding things and building characters. The setting material is solid, though.

Exhaustive. I had to read it selectively because it goes into very granular detail. As far as serving as a sourcebook and an artbook, it serves both masters well. I can’t imagine needing any more detail than what’s provided and there is Plenty of art here.

The idea is pretty cool! It could be more fleshed out but I recall that this is a winner of a contest so perhaps had some constraints. As is, the new classes and the setting details provided are evocative enough that I’m sure people could fill in the spots missing easily enough.

I love this idea, though heavy-handed and needing player buy-in. Inventive and neat, probably the most interesting adventure I've read for cyberpunk but by its own self-admission, it will not be for everyone.

I like the flavour and NPCs because I think it helps flesh out the world, but I just couldn’t get into the actual campaign. I think there are a couple more books of this campaign so this is a lot of setup, but it feels lacklustre. I am mostly looking for an open campaign frame and this is on rails. There are points where the players are in a free play, but it’s just to drive scenes. It says you can use scenes in any order but they only make sense in a logical order.

It’s well constructed and features beautiful art, so I don’t regret buying it. But between the problem with the core die mechanics we had when playing and a campaign that wasn’t exciting, I think anything going forward has to be free play with house rules, for me.

Of the stretch goal materials from the Kickstarter this scenario is my favourite one. It still has a railroad leading to a kind of meh encounter. But it also has a number of interesting and concise locations within this small little area the players can interact with. I wish Emissary Lost had this amount of detail and it's overwhelming; evocative of the actual setting. It's the most open scenario as well. Less on rails. It's only 50 pages, but I like it much more than Last Days of the Ghazali.

I mean, it's a lot of guns and stats. I plan on offering the book up to my players when I adapt Land of the Free to my own game, Veil 2020.

Great art and helpful that it collects the player facing resources for building a character and a couple alternative rules, but I would expect it to be more than just a collection of these things. There’s no real player facing advice and curiously there’s a small part about house rules. It’s not really an advanced players guide, which is what I was expecting. Advice on playing a character in the setting and what to choose and why, etc. It’s still really helpful in so far as when you make a character all the stuff is in one place, though.

It feels like some of these don’t jive with the tone and conceit of the main game, but some are pretty cool. Will see about giving these a go. But with Things From The Flood coming, I’d wager that game is more in line with my own experience (born in ‘85) and, in general, has a more appealing premise.