Sì, il recensore lì non ha proprio capito il senso del gioco. Legends of Alyria è fatto per storie epiche, liriche, non per valutare le probabilità di vittoria in uno scontro. Inoltre, i giocatori si dividono TUTTI i personaggi importanti, e quindi, gli scontri più importanti sarebbero fra PG, non con PNG...
Però è riuscito a riassumere bene il setting in poche righe, che ricopio qui per chi è troppo pigro per andare a leggersi il sito...
"Over a thousand years ago a colony ship crashed on Alyria. Terraforming equipment did the best it could to make an inhospitable world a little more livable, but people were largely confined to major sections of the colony ship. In the darkness of the mist seas, perhaps awoken by these newcomers, great dragons possessed of a sinister intelligence and need to cause evil and pain arose. While settlers slowly built up idyllic communities these dragons offered power to the greedy and built up a small army of cultists. Then, one day, the dragons attacked. Cultists gunned down their friends and neighbors, a horrid biological weapon was unleashed upon mankind, and the dragons themselves rent the colonies asunder. Only a few colonies managed to survive. One survived because of five powerful military leaders, who would later build five noble dynasties that continue to this day. Another survived because of impenetrable doors that malfunctioned and trapped the population inside for a thousand years.
Today the doors have been opened and people are venturing further out into the world. Monks who worship a great god, actually a super computer, carry word of its greatness to new colonies. Soldiers with shining, fluid metal armor covering their skin serve a noble lord as bodyguards and shock troops. Reanimated corpses fill smog spewing factories, unicorns appear to protect the helpless, and evil lurks around every corner. "
E
"By way of example, allow me to introduce you to the Citadel. The Citadel is one of the few surviving major population centers on Alyria, and for good reason. Five powerful generals founded noble families here a thousand years ago and today those dynasties each run part of the city, maintaining factories and electrical systems while also raising their own militias to protect the Citadel from threats at home and abroad. Above the city is the Web, a shanty town made from ropes and other supports that have been connected together for years until a sort of slums formed. With its own tolerant but criminal and gang led culture, the people of the Web are often raiding the Citadel for supplies.
While the Web is filled with its own dangers, many prefer it to dwelling at the bottom of the Citadel. The Reclaimed, reanimated corpses, perform sanitation, factory, and other jobs that no one else wants. Controlled by special chips, sometimes these creatures slip their reigns and go on murderous rampages. And, of course, there’s the… refuse... from the Web.
In the center of the Citadel there stands a great clock tower, with a massive bell that rings the hour every hour. Built for a 24 hour day, Alyria has a 25 hour day and so every night a monk climbs the steps of the clock tower and stops the clock right at the start of the 25th hour. During this “Devil’s Hour” all electricity stops flowing, the factories die, and the city sits still and quiet. Some say horrors wander the streets during this dark and frightening period of the night, and some know they’re right. The faces of this clock tower are integrated into the mechanics of the game.
Dragon cultists, psychics, mask wearing democracies devoid of individuality, blood colored nanites falling from a blood red moon to prey upon the living, and even more fanciful concepts can be found throughout the book. "