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<blockquote data-quote="Temperantia" data-source="post: 9168445" data-attributes="member: 7041421"><p>Just recently I had the opportunity to get together a small group to try out AOS Soulbound. It was pretty fun, I'd recommend it!</p><p></p><p>The system is noticeably different from WHFRP, it's a D6 dice-pool system that borrows some ideas from the tabletop wargame (such as comparing an attacker's and defenders "rating" to determine how hard it is for the attacker to hit their target). We found it easy to grasp and play. Character creation is archetype-based and takes maybe 15 minutes.</p><p></p><p>In terms of tone, it's very much high-powered fantasy with a bit of Steampunk. The PCs are very well capable of dealing with significant threats from the onset, and have a couple of fate-point-like resources at their disposal. Additionally, they are pretty hard to kill (the basic Hitpoints called Toughness for example automatically reset to max after every encounter).</p><p></p><p>All in all this felt to us a bit like a "beer-and-pretzel" style game, but there's enough meat on the bones here to have longer campaigns going as well.</p><p></p><p>Judging from the official scenarios I've read (the ones in the "Shadows in the Mist") book, combat is not the sole purpose of the game. There is lots of narrative elements, puzzle-solving and opportunity for social rolls.</p><p></p><p>I like the way how the books (well, at least the ones I've read, which is the Corebook, the aforementioned Shadows in the Mist, and a couple supplements) are organized and written. They are a good read and over time manage to convey the games pretty complex setting very well.</p></blockquote><p></p>
[QUOTE="Temperantia, post: 9168445, member: 7041421"] Just recently I had the opportunity to get together a small group to try out AOS Soulbound. It was pretty fun, I'd recommend it! The system is noticeably different from WHFRP, it's a D6 dice-pool system that borrows some ideas from the tabletop wargame (such as comparing an attacker's and defenders "rating" to determine how hard it is for the attacker to hit their target). We found it easy to grasp and play. Character creation is archetype-based and takes maybe 15 minutes. In terms of tone, it's very much high-powered fantasy with a bit of Steampunk. The PCs are very well capable of dealing with significant threats from the onset, and have a couple of fate-point-like resources at their disposal. Additionally, they are pretty hard to kill (the basic Hitpoints called Toughness for example automatically reset to max after every encounter). All in all this felt to us a bit like a "beer-and-pretzel" style game, but there's enough meat on the bones here to have longer campaigns going as well. Judging from the official scenarios I've read (the ones in the "Shadows in the Mist") book, combat is not the sole purpose of the game. There is lots of narrative elements, puzzle-solving and opportunity for social rolls. I like the way how the books (well, at least the ones I've read, which is the Corebook, the aforementioned Shadows in the Mist, and a couple supplements) are organized and written. They are a good read and over time manage to convey the games pretty complex setting very well. [/QUOTE]
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