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A Stealing Stories For The Devil Review
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<blockquote data-quote="BrassDragon" data-source="post: 8838492" data-attributes="member: 7791"><p>It's really clever!</p><p></p><p>I've been playing it on and off since the Kickstarter rewards were getting fulfilled. Probably one of the most usuable and satisfying heist systems devised for a TTRPG. There are also some mechanics that might inspire D&D-minded people, like the way group actions ('Harmony') synergize with something akin to the D&D 5E Advantage rule. I also find the damage system really elegant; it adds special dice to your dice pool, so players have a tangible reminder that their character is operating below capacity. It really does something with the psychology of players compared to, say, ticking off an injury box on your sheet.</p><p></p><p>The only negative in my playthroughs has been the ultra high concept science-fiction premise that surrounds the heists. It's one thing to say 'you have cool techno-magic powers to bend reality' but quite another to say 'you're a post-human time traveller who lives on a generation ship and is essentially puppeteered by self-aware cloud AI'. Some player groups will just shrug and focus on the heist but I've had players who feel like they have no grasp on who their character is, what motivates them, how they relate to the world and characters around them etc. They felt it was just too alien and the books don't give you a lot to work with when players go really in-depth about the world-building.</p><p></p><p>But again, it's just the wrapper that's easily ignored. I could imagine reskinning the whole game and have players be, say, Mages from Mage: The Ascension without changing anything else.</p><p></p><p>Great little game, easy to play and a breeze to run... destined to be something people will rediscover in years to come.</p></blockquote><p></p>
[QUOTE="BrassDragon, post: 8838492, member: 7791"] It's really clever! I've been playing it on and off since the Kickstarter rewards were getting fulfilled. Probably one of the most usuable and satisfying heist systems devised for a TTRPG. There are also some mechanics that might inspire D&D-minded people, like the way group actions ('Harmony') synergize with something akin to the D&D 5E Advantage rule. I also find the damage system really elegant; it adds special dice to your dice pool, so players have a tangible reminder that their character is operating below capacity. It really does something with the psychology of players compared to, say, ticking off an injury box on your sheet. The only negative in my playthroughs has been the ultra high concept science-fiction premise that surrounds the heists. It's one thing to say 'you have cool techno-magic powers to bend reality' but quite another to say 'you're a post-human time traveller who lives on a generation ship and is essentially puppeteered by self-aware cloud AI'. Some player groups will just shrug and focus on the heist but I've had players who feel like they have no grasp on who their character is, what motivates them, how they relate to the world and characters around them etc. They felt it was just too alien and the books don't give you a lot to work with when players go really in-depth about the world-building. But again, it's just the wrapper that's easily ignored. I could imagine reskinning the whole game and have players be, say, Mages from Mage: The Ascension without changing anything else. Great little game, easy to play and a breeze to run... destined to be something people will rediscover in years to come. [/QUOTE]
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