So we tried the latest ruleset in the Fantasy World setting.
The Players were me, Carlo, Ivan and Danilo.
Ivan remembered better the rules from previous game sessions, while Carlo only distantly rememberer his only session, and Danilo was new to the game.
We loosely agreed upon a classical medieval fantasy world, were magic was fairly common but not available to the common folw (not without proper study, which only THE one university in the realm could offer).
Me, Carlo and Danilo used the new
Quick Creation Option, while Ivan just built his PC freely.
On one hand the PCs were ready in record time and, looking back at how they played, the simplyfied/unbalanced point distribution payed off, as Players tended to naturally act out the selected stereotype.
On the other hand the "create your power" moment took quite a bit of time ... it was our first game together in this setting are we were constantly ascetaining if our ideas for magical effects and items were OK or nor for everyone.
But in the end even this got very quick and easy as soon as we got the feeling for each-other's ideas and style.
Players & Characters came out like this:
My PC was a human "
Huter", wearing feral talon-rings and a cloack made of shadows.
Ivan's PC was a sort of male
Mistique, with bat-wings, halfling sized, well versed in sorcery and equipped with all sorts of magical gems and trinkets.
Danilo had a Dark Elf "
Loner", a warrior with a magical chainmail of strength (whose rings moved to shape muscle-like forms like the Gantz suits), a fearsom
wrist-blade that delivers time-delayed explosive blasts, and the power to heal and destoy with his hands (as in Healing Palms, and throwinf a ball of imploding energy).
Carlo built a "
Gun Mage" from a race of human felines, armed with an ancient flintlock pistol used as a focus for his sorcery.
- - -
The
Intel phase went smooth and quick.
We (a group of mercenaries) got hired by a misterious nobleman for a secret mission: to free and bring back (alive & unharmed) the king's brother, long lost and believed dead.
He was held prisoner in a terrible place, a high-level imperial prison built on a moving island ... moving because the island was the huge back of a gargantuan sea turtle!
Such mission was meant to be brief (5vp) but of medium difficulty (10hit Obstacles).
- - -
During the
Action phase we explored two portual cities, investigating when/where the turtle would next stop to load up prisoners and supplies.
We did some good old fashioned legwork, talking to sailors, bartenders, dock workers and guards.
In so doing we discovered two unexpected allies, devised a grand plan (a veritable heist) to infiltrate the prison, and had a sinister clash with a misteryous assassin.
The game was suspended for dinner with 3vp accrued, out of the 5 needed.
- - -
I was very happy to see how at Easy difficulty most PCs can overcome an Obstacle by themselves, but never easily unless they play to their strengths... and how at Medium difficulty players immediately felt necessary to join forces and support each other in combined actions.
In this way success was always achieved, but not without the expenditure of resources and some mutual support-rolls.
Very Good.
Another thing that made me happy was the
Nemesis mechanic.
It worked out exactly as it was expected... offering the group a CLASSIC of the D&D genre, where a powerful enemy steps up to harass the heroes, and when they manage to "defeat" him, the GM "saves" him because he is meant to be a recurring enemy ... it looked exactly like that kind of pre-planned plot ... but it WAS NOT pre-planned in any way!
Fuck Yeah.
Mementos got used a couple of times, and Ivan immediately spent his points to buy a second one after his first was exausted.
(one of the things I hoped for!)
As usual, everybody forgot about
Effort points until the end of the game session ... I'll have to reflect on that.
Same goes for the
Clarity mechanic.