I first ran this a year or two ago for a small group of friends. The players all liked it - I wasn't so sure.
The other day I got a chance to try to again. It suited perfectly the fact that I had no time to prepare. It was satisfactorily story-rich, allowing us to weave an interesting (to us) tale of a boy, a ring, magic and a prophecy, all played out in modern-day London. However, there were a couple of things that didn't ring true for me:
1. Because characters and Particular Strengths are created by the group, everything in the story is transparent. I don't like this because it means I can't hold back surprises for the players, and my group enjoy them. (In this session I fudged it and kept some Particular Strengths secret until I wanted them to explode into an appropriate scene.)
2. The dice mechanics are hard and unintuitive. For example, remembering what round we were in during a conflict was tricky - I'm sure we got it wrong at times - as was working out who was answering who in challenges involving three or four characters.
3. Negotiating the outcome of a conflict just didn't appeal to us. I don't quite understand what sort of group does get off on this - it just held up the game in a way that seemed jarring to us.
I love the Oracles, the quick-play possibilities and the idea behind the escalating rolls in a conflict. But the things I've outlined above make me think I probably won't play it again.
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