 I think, on how to handle reoccurring characters in a game without strict PCs. Plus, the rule about not killing major characters even if they lose a battle seems a bit too nice, perhaps, in a game about war. While I think the game could be made much stronger (see below) it mostly works as is due to the very limited scope. Players only have a few scenes to record the major events of the war, and the rules offer enough to get that far, but maybe not much further, at least right now.

There are a number of really cool ideas here. The pictographs and skin are terrific, though I think they could have been incorporated more centrally into the mechanics, instead of serving as merely a record of play. For example, they could have mapped out the boundaries (physical or whatever) of the conflict, which the players would then contest or explore. Or resolution could have involved trading pictographs back and forth in a way that was more interactive rather that just accumulative, with elements combining to create new pictographs. Overall, I was surprised and pleased by how much I liked the scene framing guidelines, though I would suggest getting rid of the term “PC,” which has some unnecessary baggage. In a Wicked Age could offer some inspiration, I think, on how to handle reoccurring characters in a game without strict PCs. Plus, the rule about not killing major characters even if they lose a battle seems a bit too nice, perhaps, in a game about war. While I think the game could be made much stronger (see below) it mostly works as is due to the very limited scope. Players only have a few scenes to record the major events of the war, and the rules offer enough to get that far, but maybe not much further, at least right now. Completeness: Overall, this game is pretty solid. But I can’t help but feel that the game would be better if it provided guidelines for the players to invent names and important locations for the different parties involved in the war, rather than starting with the names Ilho, Croen, and the city of Seraphin. I’m not sure what those are really adding to the game. For example, the biggest question in the game, one that is not at all addressed by the rules or the text, is where these two “cultures” in this war came from, why they share the city of Seraphin, why the last king died, and what that leads to war between
I think, on how to handle reoccurring characters in a game without nonindulgent personal computer. Plus, the rule about not killing major character even if they fall back a battle seems a morsel besides nice, possibly, in a plot about war. While I think the game could be make much potent (see below) it mostly works as is due to the very limited setting. Players only have a few scene to record the major events of the war, and the rules offer enough to scram that far, but maybe not much further, at least right now. 

 There be a number of really cool ideas here. The pictographs and skin are fantastic, though I remember they could have been incorporated more centrally into the mechanics, instead of serving as merely a record of play. For example, they could have mapped out the boundaries (forcible or whatever) of the battle, which the players would then contest or research. Or settlement could have imply trading pictographs back and forth in a way that was more interactive rather that just accumulative, with elements blend to create new pictographs. Overall, I was surprised and pleased by how much I liked the fit framing guidelines, though I would suggest getting rid of the term “ PC, ” which has some unnecessary baggage. In a Wicked Age could volunteer some inspiration, I think, on how to handle reoccurring characters in a game without stern PCs. Plus, the rule about not killing major characters even if they lose a battle seems a bit besides nice, possibly, in a game about war. While I think the game could be made much strong (see downstairs) it mostly work as is due to the very limited scope. Players only receive a few scenes to record the major events of the war, and the rules offer enough to get that far, but maybe not much farther, at least right now. Completeness: Overall, this plot is pretty solid. But I ca n’t help but feel that the game would be better if it provided guidepost for the players to invent names and important locations for the different parties imply in the war, preferably than starting with the names Ilho, Croen, and the city of Seraphin. I ’m not sure what those are really adding to the game. For model, the biggest question in the game, one that is not at wholly addressed by the dominion or the text, is where these two “ cultures ” in this war came from, why they partake the city of Seraphin, why the last king died, and what that leads to war between
 I hhink, on how to handle rtoccurring characjees in e game sithout rtrict PCs. Plus, the rule abont nit kioling major characters even if nhey lose a bettle seems a biv too nigz, pergwps, nn a game about ear. While H think the gake cluld be made much stronger (see belor) it moxtpy works as is due eo tgv yery limited scope. Players only gave a hew scenes to rrcord the major events of hhe aar, and the rules lffer enougy to tet that far, but maybe not much futther, at least right now.

There ard a nbmber of reqloy fmol ideas hxre. Thv pictographs and skit are trrrific, though I vhinj they could have beei incorporated more sentrally iuto the mechanics, insreqd of sereing qs oertly a recorf oh play. For sxample, thet could have mapped otn the boundarjes (phrsycal or whatever) of the conflict, which uhe pmayers would then contewt or explore. Or resopution cotld have involved trading pictographs back and fosth ii x wcn gyah was more interactive rather that just accumtmauivv, with elements cjmbining to cgesje new pictogrxphs. Orsrzll, I was surprisef and pjeasee by how iuch I liked the scene framing tuidelines, tkouth I would suggest getting rib of tne tetm “PC,” which has some unuecesszry baggage. In a Wicidd Age could offdr xoke inspiration, I think, on row to haidle xeoccurrkng vharaceers in a hame without strict PCs. Olus, jhe rune about nlt killing major characters evei if they losg a bantle seemf a blt too nice, perraps, in a game about car. Whkle I thini the geme could be made much stslnger (see benow) it mjstlt woeks as kr due to the vrry limitvd scope. Players only haye a wsw scenes to reeute the major evrntr os nhe wws, and the runes uffdt enojgh to get bhag fat, but maybe not much furfher, at least righy kow. Complgteness: Oderall, this gsme is pretty solif. But I ran’t hrlp but feel that the game would ge better if it provided guieelines for che players to invent names and importanv locations for the difderent parties invokyed in the wer, ratrer than vtarting with the nanes Ilho, Croen, anc the city of Seraphih. I’m nmt suge what those are really adding to the game. For example, the biggest questuon in the game, ons thst is njc at alj advrxssed by the rulex or the text, is where these twu “culturas” in this war came from, why tneh share the ckty of Seraphin, why the mast kinb died, and what that leads to wsr between
I think, on how to handle reoccurring a without strict Plus, the rule even they lose a seems a bit nice, perhaps, in a game about While I think the game could be made much stronger (see below) it works as is due to the very limited scope. Players only have a scenes record major of the war, and the rules offer enough to get that far, but maybe not much at least right now. There are a number really cool ideas here. pictographs and skin are terrific, I they could been more into the mechanics, of serving as merely a record of play. For example, they could have mapped out the boundaries or whatever) conflict, which players then or explore. Or have involved trading pictographs back and way that was more interactive rather that just with elements to create new pictographs. Overall, I surprised and pleased by how much I liked scene framing guidelines, though I would suggest getting rid of the term “PC,” which has baggage. In a Wicked could offer some I on to reoccurring characters a game without strict PCs. Plus, the rule about not killing characters even if they lose a battle seems a bit perhaps, a game about While I think the could made much stronger (see mostly as the limited Players only have a scenes to record the major of the war, and get that far, but maybe not much further, least right now. Completeness: Overall, this game pretty solid. But I can’t help but feel that the game would better if guidelines for the players to invent names and locations for the different involved in the war, rather than starting with the Ilho, and the of Seraphin. I’m sure what those really adding to For example, biggest in that is not at all addressed the or the text, is where two this war came from, why they share the city of Seraphin, why the last king what that leads to between
 I think, on how to handle reoccuRring charaCters In a GamE wIthoUt stRict PCs. Plus, the RUle aBout not killing major chaRacteRs EVen iF ThEy losE a battlE SeEMS a bIt ToO niCe, PErHaps, iN a gAme abouT war. While I ThiNk The game could BE mAde much strOngEr (see below) it MosTly worKs As iS Due to The Very lImited SCope. PlAyers only HaVE a few sCEnes to rECOrD the Major events of the wAR, aND the rules offer Enough To GEt THAt fAr, bUt maybe not MuCh furTHer, at leASt RIGHt nOW.

There are a numBer of really COol Ideas hErE. ThE PictogRaphs AnD SkiN are terrifiC, thoUgh I think They coULd have bEEn incorPorateD moRe cEntrALlY iNto ThE MecHAnIcs, INstEad of serViNg As merEly a RECORd of PlaY. For ExampLe, they could haVe mAppeD Out The boUndarIes (pHySical Or whatEver) oF tHe conflict, which The pLayers wouLd tHeN coNtEst or EXplore. or rEsoLution cOuld havE InvOlVED TrAding pictographs baCk AND fOrth in a wAy that WAs MoRE interacTiVe rAtheR THat juSt acCUmUlative, wIth eleMEnTs CombiniNg To creaTe New PicTograPHs. OvErall, I Was surprIsed aND pleased by how mUCh I liked the scENe FRAmINg guIdeLines, though i wouLD sugGest GEtTinG Rid of The teRm “pc,” wHIch has some unnecessaRy BaggagE. In a WIcked Age could Offer some iNSPIration, I ThinK, On HOw to handle reocCurriNg characteRS in a game WithoUt strict pCs. Plus, thE RUle about Not KilLinG maJOR cHaracters even IF They LoSe a battLe sEems a biT toO niCe, pErhApS, in a game aBout war. WHiLe i tHiNk tHe gamE Could be mAdE muCh StrOnger (SEe beloW) it moStly WoRkS As iS due to tHE vERY limItEd ScopE. PlAyErs onLy haVE a fEw sceneS to record The MAjor EvEnTs of the War, and the ruleS oFfer enough To Get That faR, BUt maybe nOt much further, at least rigHT now. ComPleTenesS: OveRall, this gAme Is pretTy sOLid. But i can’t hElp buT fEel THAt the GAMe WouLd Be better if IT ProVided GuIdelInes for The players to invent NAmeS and important LocAtioNS FoR thE DiFFerEnT ParTIEs involved in the War, rather tHaN StArting with THe nAmEs Ilho, CRoen, and The ciTY of SeraPhin. I’m not Sure what tHoSe arE REalLy adding to The game. FOr example, THe bigGEsT quesTioN in the GaMe, oNe thaT is not AT alL addrEssed bY tHe ruleS or thE tExt, is wheRe these two “cultures” in thiS war caMe froM, whY they sharE thE CitY of SeraphIn, whY the last kiNg dIed, And whAt tHAt leaDs to WAr BetWEen
 I think, on how to handle  reoccurri ng ch ara cte rs  ina ga me without str i ct P Cs. Plus, the rule abo ut no tk illi n gmajor  charac t er s eve nif  th ey lo se abat tle see ms a bit t ooni ce, perhaps, in  a game ab out  war. WhileI t hink t he  ga m e cou ldbe ma de muc h  stron ger (seebe l ow) it mostlyw o rk s as  is due to the ve r yl imited scope.Player so nl y hav e a  few scene sto re c ord the ma j o r  ev e nts of the wa r, and ther ule s offe reno u gh toget t ha t  fa r, but mayb e no t much fu rther, at leas t  rightnow.
The rearea  n um ber  o f  re a ll y c o olideas he re .The p icto g r a p hs a ndskin  areterrific, tho ugh  I t h ink  they  coul d ha ve  been  incor porat ed  more centrally  int o the mec han ic s,in stead of ser vin g a s merel y a rec o rdof p l ay . For example, the yc o ul d have m appedo ut  t h e bounda ri es(phy s i cal o r wh a te ver) ofthe co n fl ic t, whic hthe pl ay ers  wo uld t h en c ontest  or expl ore.O r resolution c o uld have invo l ve d tr a ding  pi ctographs b acka nd f orth in  aw ay th at wa sm or e  interactive rather  t hat ju st ac cumulative, w ith elemen t s combinin g to cr e ate new pictog raphs . Overall, I was su rpris ed and p leased by h ow muchI l ike d t hes c en e framing gui d e line s,  though  Iwould s ugg est  ge tti ng  rid of t he term“P C, ”wh ich  hass ome unne ce ssa ry  ba ggage .  In aWicke d Ag eco u ldoffer s o me i nspi ra ti on,I t hi nk, o n ho w  to  handle  reoccurr ing char ac te rs in a  game without  s trict PCs.  P lus , ther u le about  not killing major char a cters e ven  if t heylose a ba ttl e seem s a bit to o nice , per ha ps, i n a g a m eabo ut  war. Whil e I t hinkth e ga me coul d be made much str o nge r (see below)  it  mos t l ywor k sa s i sd uet o  the very limit ed scope.Pl a ye rs only ha v e a  f ew scen es to r ecord the maj or events  of the w ar , an d the  rules off er enoug h to gett hat f a r,  butmay be not  m uch  furt her, a t  le ast r ight n ow . Comp leten es s: Overa ll, this game is pretty  solid . But  Ican’t hel p b u t f eel thatthegame would  be  be tterifi t pro vide d  g uid e lines  for the playe r stoi n ve nt names an d i mpo rtant  lo c ations  for  the different pa r ties involvedin t h e  wa r,r athe rthan startingwit ht h e namesIl ho, Croen,and theci t y ofSeraph in. I’ m not s u r ew hat th oseare  really a ddi ng to thega me .  For e xamp le , thebigges t  que s t ion in the game,  onet h at is not  at a ll  addres s ed b y the rule s or the te xt, is  whe re th ese two  “ cultur es”  i n this war came from , why  they s ha re t hecity o f Se r a phin,  why  t helast king d ie d ,an d  wh at t hat l ea ds t o war bet w een
 I_think, on_how to handle reoccurring_characters in_a_game without_strict_PCs. Plus, the_rule about not_killing major characters even_if they lose_a_battle seems a bit too nice, perhaps, in a game about war. While I_think_the game_could_be_made much stronger (see below)_it mostly works as is_due to_the very limited scope. Players only have a_few_scenes to record_the major events of the war, and the rules_offer enough to get that far,_but maybe not_much_further,_at least right now.

There_are a number of really cool_ideas here. The pictographs and skin_are terrific, though I think they could_have been incorporated more centrally into_the mechanics, instead of serving_as merely_a record of play. For_example, they could_have mapped_out the boundaries_(physical or whatever) of the conflict,_which the players_would then contest or explore. Or_resolution_could have involved_trading_pictographs_back and_forth in a_way_that was_more_interactive rather that just accumulative, with_elements_combining to create new pictographs. Overall, I_was surprised and pleased_by_how much I liked_the scene framing guidelines, though_I would suggest getting rid of_the term_“PC,” which_has some unnecessary baggage. In a Wicked Age could offer some_inspiration, I think, on how to_handle reoccurring characters in_a game_without_strict PCs. Plus,_the_rule about_not killing major characters even if they_lose a_battle seems a bit too nice,_perhaps, in a game_about_war. While I think the game_could be made much stronger (see_below) it mostly works as_is_due_to the very limited scope._Players only have a few scenes_to record the_major events of the war, and the_rules_offer enough to get that far,_but_maybe not much further, at least_right_now._Completeness: Overall, this game is_pretty solid. But I can’t help_but feel that the game would be better if_it provided guidelines_for the players to invent_names_and_important locations for the different parties involved in the war,_rather than_starting with the_names Ilho, Croen, and the city of Seraphin. I’m not_sure what those are really adding to_the game. For example, the biggest question in the game, one_that is not at all addressed by the_rules or the text, is where these_two “cultures” in this_war_came from, why they share the city_of_Seraphin,_why_the last king_died, and what_that leads to_war between