![]() ![]() But, they also break from the core mechanic and make things complex, and confusing. They work, they're awesome, and I like them. There are other effects like this in ICONS, Mutants and Masterminds, and numerous other systems. Only, if you don't know that you then need to stop and look it up. Well what is that? It means you knocked them into the next range increment. If you get a certain level of success in ICONS you can do something called a Slam. Now, in games like Mutants and Masterminds and ICONS you have a different problem. Sure, you break from the game, but it works. If the GM forgets the exact rules for how a disarm works, they can wing it, because the core mechanic is heavily present. If you hit, you then do damage, and if you run out of damage you can take you die. This translates over to combat, with raises being how options work. You roll against a Target Number, and you can call raises to make it harder for more effect. In L5R combat is straight forward, there are options, but you stick with the core mechanic of Trait + Skill Keep Skill is your roll. However, when I say the rules are confusing I mean that there is enough deviation from the core mechanics that play will stop if the GM doesn't know what that means. Now, all RPGs get confusing around combat, it is where things get complex and particularly weird. So, in the Icons rules I mentioned that Combat gets confusing, but I wasn't very clear on what I meant. I'll point that out in the review of course, but I just wanted to point out that I don't see myself giving out any perfects. Even a book that I feel, in general, is more beautiful could get a lower rating on Art or Layout due to smaller mistakes overall. Perfection to me is something unattainable, and the closer something gets to it the harder it was for me to find something wrong. Everything is perfect, it covers all bases while bringing new things no one else ever has to the table. It means that there is no way conceivable that something could be done better. So, first off, a 10 to me is a very big deal. I just wanted to point some things out really quickly about the reviews, to help people get an idea for how they work. So, read on for a bigger break down and review of the Gumshoe system, as found in The Esoterrorists, by Robin D. Not without its flaws, but a good little system none the less. I've been reading it slowly (emphasis on slow, this is a thin book and I've had it for two+ weeks already), and have to say it is a good little system. Curious, and very interested in seeing different takes on mystery type RPGs, I found and bought a copy of the Esoterrorists. Curious though, I read the interview to get what seemed to be a rave review of an investigation type RPG. I remembered hearing mention of gumshoe on Robin's live journal a few times, but I'd honestly never given it much thought. The interview was talking about a game system that Robin had put out called Gumshoe. ![]() Laws of - among other things - Robin's Laws of Good GMing fame. So, while reading the Open Game Table volume 2 (you can find my thoughts on it here) I came across an interview with Robin D. ![]()
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