http://jalan.flyingmice.com/bloodgames.htmlWas es kostet müsste ich schauen, mein PDF habe ich für umsonst als Preis im Wettbewerb für FtA-Zufallstabellen gewonnen. Solange es im Rahmen von 10€ liegt halte ich es aber für wert einen Blick darauf zu werfen.
Hauptmanko ist die Präsentation - der Basismechanismus kommt etwa erst auf Seite 120 obwohl man ihn schon zur Charaktererschaffung braucht, und auch sonst liest es sich eher organisch gewachsen, mit Mangel an Beispielen, Schritt-für-Schritt-Anleitungen und Checklisten und einigen Regelungen die man logisch aus dem Text heraus schließen muss anstatt sie klar aufgeführt zu sehen.
Ich habe mich aber da schon mit dem Macher auseinandergesetzt, und der hat Verbesserung für die kommende Version gelobt. (Generell ein leicht erreichbarer, geduldiger and vernünftiger Mann - ich will mehr Clash Bowleys in der deutschen Rolloenentwicklerszene statt irgendwelcher mimosenhafter und verkappter Romanautoren und anderen Künstlerseelen!)
Ansonsten hier die starken Punkte aus meinem Feedback an den Macher (ich bin um diese Uhrzeit zu faul um zu übersetzen):
"I have honestly to say that Blood Games impresses me more than I would have guessed from the reviews.
Otherwise than Pundit in his review, I find the basic premise with rationalism vs irrationalism both fresh and interesting as well as well executed. It makes sense that the PCs are walking in the twilight and fighting fire with fire - what explains why Skeptics aren't possible PCs, while such partially pro-human, partially non-rational characters like clergymen and witches are possible PCs.
Generally, I think it just exactly manages to bring some philosophical undertones into the game without being either pretentious (like WW games) or looking like it was provisionally screwed on (like Nights Edge). That's a thing that I haven't seen done so well before - Call of Cthulhu was until now the one that came closest to this fine line for me."
"1.) Instant NPCs
Let it state me clearly - it's a blast! If I ever had to sell anyone on Blood Games (or if it is included in every game, any Flying Mice game), this inconspicious hidden little gem would be my main weapon.
I simply adore how it allows to breathe life and highlight a NPC that interesting to any participant on the table. I'd probably expand Plot Points so far that they can additionally be used to turn NPCs into instant NPC allies.
Furthermore, from GMs perspective I just love how the NPC mission table provides instant adventure seeds and possible plot twists. I can see how whole adventures could be sparked from this one and how it could be used to quickly improvise an adventure from nothing but an seemingly unimportant encounter on a bar or on the street.
2.) Paths
I like how each path gets its own style, backed up by crunch without turning everything into a bloated mess. It looks like the magic traditions of SR1-2, but done right.
Moreover, I like how the powers are spread over the Paths, rather than allowing to build an omnipotent jack-of-all-trades. It's definitively a good execution of the class pattern.
Generally, I find it interesting how attributes are temporarily burned to sling spells. I'd need to playtest to see how it works out, but it's an interesting way to balance out magic-users compared to mundanes.
Moreover, I like the latent psyche stuff. If I can think about the cool-power-inclinedness of my group, this would probably lead to a pretty fucked up group of telepathic loonies, lightheaded wiccan chicks and fanatical paladin beggars. And then they pick up their swords and guns and look in the woods and alleys for nasties
Interesting side note: The usage of key words to determine possible magical effects (witchcraft rhymes, magi archangel domains) is quite similar to the Zu magic in The Shadow of Yesterday. If anyone ever finds out that there's story-game material in a Flying Mice book...
3.) Going back and forth in the lifepath of a PC
Although I probably wouldn't use this option much (I prefer to run the time linearily), I like how this could be easily used to run flashbacks and foreshadowing, as well as prequels à "The Adventures of the young Indy Jones".
4.) Rationalization rules
An interesting approach to ye ol' sanity check, with a lot of campaign potential when the friends and acquaintances of the PCs see too much. It's also interesting that PCs don't need them after they are already in the know about the darkness, what helps to turn the game more a positive, pro-human buttkick horror game than the more angsty and/or hopeless shades.
5.) Dash cover
It's an interesting and slim idea to treat cover from regular cover and cover from running as the same modifier. I'm wondering why _I_ have never thought of this..."