What a shame, a good concept that 10 years ago would have probably been a no-brainer.
And yep, pronouns and disaster lesbian or troon for the double virtue signal.
Why does everything suck?
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Eh, even if you strip out the pronouns and the shit-tier art, RPGs where ranged weapons are the norm are usually kinda dicey (heh), since its hard to get guns right. But their 'Monster Manual' might as well not even be included (also players should never read the MM). Which I get that its horror, there should be things left vague, but even a supplementary "Hey, Monster should have these properties, and weigh this much, and be about this size and move like this. It probably will also have these special abilities and rules. Here's how the players are supposed to win when this the monster (such as "Cannot be killed, evac to shuttle is they only hope")"
Its also got a lot of other warning signs that tell me "High on concept, low on execution" like 'monsters are supposed to be things you build 1-3 sessions around'. Ok, how do I do that? where are monster forms and stages on the sheet?
I see they use "armor points" where you ignore your AP but damage over degrades your AP. Which sounds all well and good except it really quickly sends you down a failure cascade where you fuck up one time and now your armor is fucked and now you are more likely to get fucked. Which is realistic but makes for bad game play more often than not as it goes from "Fine...Fine...Fine... Complete shit & party wipe".
Plus the "panic" charts sounds like is not much fun. Its really hard to do fear properly in a game, since every player takes Immune to Fear as a player feat you can't really run fear without removing player agency and that chart has a 30% chance of doing just that. (Fear is another thing I'll admit 5e does decently). And I see they have possession, which again its a neat concept and goes with a horror theme, but you're taking player agency and that's no bueno.
Thought I like the
idea of a skill flow chart/skill grid and I might try to steal the concept to build off of in the future. (I'd had the idea of skill trees, but having designated entry points upstream where you start with a higher level skill, and giving you the option of training underlying skills is something I'd not thought of)
In the Darrick thread I made, he referenced it because he liked the panic system it had in it.
Reading it... the inspirations and the style of the cover I like, I will note that their changes from the initial build basically makes it feel like Cyberpunk 2020 now, since the way combat works is basically that now.
The pronoun bit is really damn bad now that I caught up to the sheets. I knew it was going to be made by a woke company since that was brought up in the thread, but I don't have a clue on how hard it fucks up the tone and how bad the mechanics will be due to that wokeshit.
I'd say based on what I'm looking at it could honestly go either way, but I'd have to get a copy and I'll be honest; I tend to be cautious about them unless I get some decent feedback on what's good and what isn't.
Oh this mother ship. There's a 4x board game called Mothership and I thought that's what Derrick was talking about.
Also, of course Derrick would like the thing that has 30% odds of removing player agency.