Darth Mikey
First Post
Has anyone purchased the new Arthaus game "Secrets of Zir'An"?
Any thoughts, reviews, opinions, love it/hate it, etc?
Thanks in advance
Any thoughts, reviews, opinions, love it/hate it, etc?
Thanks in advance
mcrow said:I picked it up last week. It's ok. Some parts of the book are real hard to read due to the horrible background printing. The system is workable but not great. The setting is not to my taste but is outstanding in being unique and a refreshing change to traditional FRPGs. It's like taking a fantasy rpg and jumping it to a tech level of say the 1920s. Tech mixed with magic and something of 1920s feel. Interesting, but doesn't tickle me where it counts.
mcrow said:I picked it up last week. It's ok. Some parts of the book are real hard to read due to the horrible background printing. The system is workable but not great. The setting is not to my taste but is outstanding in being unique and a refreshing change to traditional FRPGs. It's like taking a fantasy rpg and jumping it to a tech level of say the 1920s. Tech mixed with magic and something of 1920s feel. Interesting, but doesn't tickle me where it counts.
The magic as industry thing is actually far superior to Eberron's in my opinion. I love Eberron a great deal, but Secret of Zir'An was built from the ground up to be industrial magic while Eberron is D&D magic with an industrial twist.
Usually I don't like that sort of thing either. GURPS Technomancer did a pretty good job as an alternate earth setting with technomagic, but that is because there was enough weirdness in the setting to really allow some serious suspension of disbelief. Antartic hive minds of communist killer penguins leap to mind (I laughed too... at first). SoZ's magic breathes in its tech and vice versa. You really have to read about rune magic though to get what that means I suppose. My insomnia isn't helping much.Mouseferatu said:Whereas I prefer the fact that Eberron is D&D magic with an industrial twist. I don't actually like the notion of "industrial magic." Eberron gets close to it without actually crossing the line, for me.
The Secret of Zir'an is a wonderful game full of imagination and intrique. Instead of a fantasy world fast forwarded into a technological age that doesn't fully make sense for it, we are given a fully realized setting for the game that feels unlike any other before it. This is a world that literally feels like it has been around for ages, growing and changing and advancing much in the way our own world has. The end result here is a fully realized view of how technology affects this world, and how it works with the strange powers around it.
As stated above, the setting of this game is very unique and realized by the creators of the game. Similar in design, this game also features a unique new system. The true highlight of this system is the character generation. A new take is given to character creation, where players purchase "skill packages" which are a grouping of skills and knowledges that represent a number of years in the character's life. These can be as specific as a Edyssian Technologist or can be as non-specific as Technical Training. What these skill packages do in addition to giving you the skills and stats in them is to flesh out your character's history. You can literally go in with a barebones "tough fighter" concept and always come out with something much more than just that. For players that may have trouble coming up with character history, this is invaluable.
The combat system features a unique take on things as well with the Speed stat. Everything from movement to drawing a weapon and attacking is given a Speed Cost value, and players spend their Speed as they want to do various actions. Speed of course refreshs every round. Adding to this, Initiative is not a static number + die roll anymore. Speed is spent at the beginning of the round and added to a base static number, giving an Initiative total. This means you can choose to act first in the round, but not have as many actions, or act later and perform more complex actions. Every Success on a die roll over the needed target number gives you a number of points to further customize your action, things like added damage or knockback and stun. Hit location is also a factor in this system, as is armor value protecting those specific locations. The combat system is at once complex, but it ultimately makes sense, and flows nice.
Magic in Zir'an is divided into two completely different types, Rune Magic and Shadow Magic. The system for Rune Magic is a completely unique system, and is very intricate. This is another area of the game that truly shines. Shadow Magic is very unique in it's own right, and features a system that is very similar to a "mana pool" type of magic system. Many of the magic effects in both of the types of magic are the staple effects seen in many games, but the creators did not just leave it at that. The magic system features a similar concept to the Success pool mentioned in the combat section, which allows for customization of spell effects. Chances are that two mages could cast the same spell, but have completely different effects due to the ways that they customize their end results. Like the rest of the system, the magic system in Zir'an features a lot of new and interesting ideas, which truly makes this book a worthy addition to any gamer's library.