My problem with it is that settings built around a secret are kind of pointless, because if the secret is in print, at least one player will know it. So since I'm going to have to change the secret, so I want it up front. My players will have to peel the onion, but as a GM, I need the data up front. I'm not starting a campaign without knowing the complete setting.I'm old fashion guy. I prefer a slow layered striptease to a full monty in the first few seconds.![]()
The way I see it, Coriolis is essentially Firefly with the Chinese elements swapped for Middle-Eastern ones. And then mixed in with a big chunk of Cthulhu Mythos.I think that the core aesthetic of Coriolis - 1001 Nights in Space - is fairly interesting, but I find the execution weak and not too thrilled that one of the big meta-setting questions about the Icons is answered as part of the big adventure. That IMHO doesn't really give the setting much steam for me now that I know it.
This is a thing Free League their partial predecessors, Järnringen, have done quite a bit of. They started with the game Mutant: Undergångens Arvtagare in the 00s, where the game was essentially built around a major series of adventures which revealed many secrets and fundamentally reshaped the setting. They're doing the same thing now with Symbaroum as well with Coriolis.If critical information to run the setting will be released later, I feel I will have to wait until it comes out, so I won't have created my own answers to questions that later turn out to be wrong, or have the players kill NPCs that still have to play an important role later.
It's the same old problem as with metaplots. You can only really use it as it's supposed to once the thing is wrapped up.
My preferences comes more from the influence Eberron had on me: provide intentional blanks in the setting that will never be answered. This gives some room between setting metaplots and table personalization.I'm old fashion guy. I prefer a slow layered striptease to a full monty in the first few seconds.![]()
I am definitely curious now whether people have tried to experiment with hybridizing Forged in the Dark dice resolution system to Free League's games: i.e., 1-3 complicated failure, 4-5 complicated success, 6 full success, and 2x 6s critical success. But that is probably best discussed for another time and thread.As for houserules, we used only one I think. Success at a cost when you roll no sixes but any five shows up. We like to roll the dice far more than the Free League designers does (they're basically only touch dice as a worst case scenario, hence the success at 6s only.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.