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Old 06-04-2003, 03:33 PM
RPGnet Reviews
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RE: More like an Ad

Post originally by Hunter Logan at 2003-06-04 14:33:43
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Now see, here's the funny thing: As the game is actually written, it's not as tightly narrativist as it might have been - At least not to my eye.

From a mechanical perspective, binding demons is always a big gamble - certainly oriented to gamers who love the thrill of throwing the dice, because it's always possible (however unlikely) that the dice will utterly screw the player.

The whole process for bringing demons into service is rather arduous, requiring multiple successful die rolls. You don't just get demons in your service because it's good for the story. And then, when you do get them, they are pretty much toys for the GM.

The rules provide strong support for roleplaying effort, which could be spirited protrayal of the character, exploration of character, or just genuine enthusiasm for the actions in play.

The rules don't give the player explicit power to change what's going on in the game, or to have all that much impact on game play except through the dice and character action.

The rules do give the player a lot of control over the character's motivations and goals in play, but one could argue with a measure of success that Sorcerer is no more a
work of Narrativism than 3E.

Now, take what I've said in context. This is not an attack. It's constructive criticism, and no one will be surprised that I've said any of these things. The fact is, Sorcerer is a pretty neat game, whatever its underlying philosophy.

My only reservations have been that the game in its early form promoted a very petty, small-minded attitude about being a sorcerer that I didn't really ever want to roleplay - And that the dice are fickle. I really don't fist full of dice games were even skilled characters can get screwed, so I've modified the rules much the same way I modified Shadowrun to suit myself.

As it has matured to print and with the supplements, it is deserving of high marks in a review. It's my hope that some future date will see a revised compilation of Sorcerer, the first two supplements, abd maybe some other stuff. I think that's the complete Sorcerer, and people who play really need access to all of it to get the full picture.

Finally, I would like to point out one simple fact: If people don't "get a game," understand where it's going or what it's really about, that's not always the fault of the people reading it. Written language is imperfect at best. Execution of intended purpose is very tricky. Some days, you can write, "Hello!" and someone's going to read,
"Screw you!"
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