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<blockquote data-quote="chaochou" data-source="post: 5440728" data-attributes="member: 99817"><p>We found it's a very good game, provided you can get everyone into the setting. As jmstar said, you've got players with absolute authority but it's really then down to them to create their own internal moral dilemmas.</p><p></p><p>What I found is that sometimes they won't and it becomes more like Judge Dredd, who doesn't mess with feelings of uncertainty or guilt. I found it quite a hard pitch as a GM giving the players (a totally non-religious bunch) the combination of total moral authority and at the same time moral doubt.</p><p></p><p>The mechanics are clever, in that they allow seamless escalation from talking to fists to guns. Each side rolls some dice and then you start playing your dice - in ones and twos - and narrate your action. When one character can't beat the other's dice they lose, or they escalate the conflict and get to roll more to add into the conflict. It works really well.</p><p></p><p>As I said above, the challenge I found was getting totally non-religious players into a game about the limits of religious authority. We found it sometimes veered into satire, with the occasional shout of 'nobody expects the Spanish Inquisition!'</p></blockquote><p></p>
[QUOTE="chaochou, post: 5440728, member: 99817"] We found it's a very good game, provided you can get everyone into the setting. As jmstar said, you've got players with absolute authority but it's really then down to them to create their own internal moral dilemmas. What I found is that sometimes they won't and it becomes more like Judge Dredd, who doesn't mess with feelings of uncertainty or guilt. I found it quite a hard pitch as a GM giving the players (a totally non-religious bunch) the combination of total moral authority and at the same time moral doubt. The mechanics are clever, in that they allow seamless escalation from talking to fists to guns. Each side rolls some dice and then you start playing your dice - in ones and twos - and narrate your action. When one character can't beat the other's dice they lose, or they escalate the conflict and get to roll more to add into the conflict. It works really well. As I said above, the challenge I found was getting totally non-religious players into a game about the limits of religious authority. We found it sometimes veered into satire, with the occasional shout of 'nobody expects the Spanish Inquisition!' [/QUOTE]
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