Disclaimer: I know JR Evans, though I haven't seen him in years. Straw Boss is... Hard core.
I like that the mechanics push the Fate envelope. I like that the part of the campaign creation process where players and GM detail the setting is clearly laid out and that the author provides fillable sheets so we don't need to do everything on index cards or paper ripped out of a notebook. I love the setting. It feels like... I don't know. American Gods + Reservoir Dogs or maybe . Evans provides a lot of evocative content in a few pages. And the sample adventure is... edgy. The good kind of edgy.
Do not look for kittens and puppies here unless they're guarding a supernaturally tainted meth lab. (Fact: I searched the text, and the words "kitten", "puppy", and "cute" are nowhere to be found.
I am super glad I picked this up. Extra points for making John Dee's legacy central to the game rather than a throwaway reference.
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