Fortunately we were just in the midst of deciding what to play yesterday so we gave this a go last night. I went over the bits of the game and the players choose the Outlaw Heir, Dragon Herald, War Herald and Wicker Wise. Set up took a little longer than AW or say Sagas of the Icelanders so we only made characters and the First Map, we were all excited to dive into play next week.
- The Outlaw Heir is one of the coolest playbooks period. Beautiful & Doomed and Fate are probably the best moves in the game. Dragon Herald comes pretty close to being as interesting. In general the players really enjoyed the flavor and implied setting that the playbooks contained.
- Between all of the playbooks there is a lot of holdings, ventures, people, stuff and more stuff. It was almost too much stuff to generate and it took the whole time we had to play. The player of the Outlaw Heir was clearly struggling and a little creatively fatigued by it. And as MC there was a little bit of WOAH SO MUCH STUFF as the players began to tell me their stuff. But then the map started to take shape and we had this really neat situation and setup that I can't wait to play.
- Not sure how to make places have coherent contrasts.
- On the First Map sheet it has a place for Holding and Interest Population, I am not sure how to make this number, do I sum up all of the player holdings? Do I add more holding on my own? Same for the Approximate Total Population. Then once I have these numbers, what do I do with them? I can see how I would use an individual holdings population in that you can say half of the city has been killed or driven off in the battle. But how do I use the larger number for the whole map?
Some other thoughts on the basic rules:
- Hold Steady - Curious about removing the flinch, hesitate or stall from the 7-9 like Act Under Fire had, the result of just holding steady seems uninteresting.
- Claim Your Right - this looks really interesting, looking forward to seeing how it works in play.
- Go Into Battle - the PC vs PC timing choices are hot.
- Read Moves - I really like the "if you would like to ask more" bits and the cost of doing so.
- Found myself missing a compel you to do something move like the Seduce or Manipulate from AW. Some of that is in the Draw Someone Out move, but I kinda want a more overt move. Maybe in a playbook if not a basic move.
- Love the EXP system so much. So much.
- Fates are also awesome. Not a fan of the wording on the first 2 player ones though. Since those heal on their own everyone will live to be 100 or an advanced age.
- Helping is also neat, love that it plays right into Oaths and that the acting player has to request it. Want to see this in play.
- We all agreed that the rules for Dragons and how they interact with Dragon Heralds is awesome and cannot wait to unleash one in the game.