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A review

  • May. 26th, 2004 at 8:48 AM
Game Design
Yesterday was... annoying. I spent five hours babysitting a table, it rained like a bitch (and hailed, from the sound of it), our house appointments got rescheduled, my laptop was being obnoxious, I really didn't want to work out (but I did), and I still weigh 190.

I got some preliminary work done on Tomorrow Knights, however (need to find out some information before I can go forward). Due to my long downtimes yesterday, though, I got something off my "to read" pile.

Dead Inside
Written by the ever-talented [info]chadu

I should point out that I did not read this game cover-to-cover. I almost never read RPGs cover-to-cover anymore - I read the parts that catch my interest, and skim over things like skills, powers, and starting adventures. So, I can't say I absolutely read all of DI, but then again I can't say I absolutely read any RPG.

That being said, I like this game. The system feels like a cross between Over The Edge and FUDGE (both in good ways), and while I could nitpick some of the terminology, I like how the "combat" system can be applied to mental conflicts or social interactions with equal ease. The background is on that line between horror and urban fantasy that books like Weaveworld, Imajica, and Neverwhere lie on (and the book actually covers that line in a page or two in the GM section). While I'm not a huge fan of the Spirit World emphasis, that's not a flaw with the game, but a personal preference - other people will really groove on it (my big concern is that the game mechanics actively encourage a preference for the Spirit World, but you only have to ignore a couple of rules to remove it).

DI does something that most good RPGs do to me - it makes me want to either run a game RIGHT NOW, or look at some of my projects and get upset that nothing I'm working on is this damned cool. It will have a great spot on my shelf next to Underworld and Little Fears (metaphorically, being a PDF and all).

Comments

[info]chadu wrote:
May. 26th, 2004 11:37 am (UTC)
Many thanks for the review, mang.

And the upcoming supplement (soon!) Cold, Hard World refocuses attention to the Real World and away from the Spirit World, so you might dig that when it's out.

will have a great spot on my shelf next to Underworld and Little Fears (metaphorically, being a PDF and all).

Of course, you could always get a Print on Demand version. . . Twenty-five dollar, game love you long time.

Thanks again!

CU
[info]eddyfate wrote:
May. 26th, 2004 11:45 am (UTC)
Many thanks for the review, mang.

Anytime. It's really, really cool. I wanted to wax more poetic on it, but work got in the way. If I find more specific stuff worthy of commentary, I'll toss it up on the DI list.

And the upcoming supplement (soon!) Cold, Hard World refocuses attention to the Real World and away from the Spirit World, so you might dig that when it's out.

I plan on it. As an aside, I understand WHY there's a strong focus on the Spirit World in the core book, and I even agree with it. Hell, I even liked the little prose blurbs ABOUT the Spirit World (the one with the berry picking reminded me a lot of Weaveworld for some reason). The actual place just rubs me the wrong way a bit as a gaming backdrop.

Of course, you could always get a Print on Demand version. . . Twenty-five dollar, game love you long time.

I'm seriously debating it, but I want to pick up Wyrd is Bond first. Gotta get the whole "modern fantasy RPGs by people I know" set.
[info]chadu wrote:
May. 26th, 2004 12:48 pm (UTC)
WiB is pretty cool.

See http://www.20by20room.com/2004/04/review_wyrd_is_.html

for my thoughts.

CU
[info]eddyfate wrote:
May. 26th, 2004 12:56 pm (UTC)
Swank. Thank you!
[info]kalyandra wrote:
May. 26th, 2004 01:09 pm (UTC)
It did hail over in Creve Ceour, but I'm not sure about anywhere else.

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[info]eddyfate
Eddy Webb

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