Looks to be an all right system. It uses all of the dice from a D2 to a D20. The system isn't too complicated - which is the goal of the designers. It relies a bit on lists and examples for skills but specifies combat down to a collection of actions. I do like their skill list, and how the skills should work. I'm not really that curious about their magic as list magic is only as interesting as the diversity of the lists. But the rules will eventually include poison and alchemy which is not something that every system has.
Any GM familiar with the role should be able to recognize the advantages of this system for introducing young or even friends to roleplaying as an activity. It includes enough examples to get you started. I don't see any plans for a starter adventure to get the GM and the players scripted a bit to master some of the commonly use mechanics which is always a nice thing to have in a core rules package or book.
Without the full rules I'm not ready to give it a higher score. I don't mind the lack of art. Some examples of how mechanics would be used on the table would be nice.
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