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Re: [RPG]: Don't Rest Your Head, reviewed by Colin Fredericks (4/5)
Pretty much whatever fits your character's concept. It's very open and suggests working with the GM to come up with something fitting. The book uses the example of a character being able to teleport.
I pick this up at GenCon after reading some good things about it here. After reading it (haven't played yet but I do want to give it a shot) I must say I'm a little disappointed. The physical book is fine. It looks nice and is pretty clearly presented (although I'm not a fan of the art at all). The rules, however, seem to be stacked against the players. Again, this is the impression I got from reading the book, not playing it.
There is plenty of room for player input and control, but it seems like death is a very certain thing for the characters. For example, if you accumulate too many Exhaustion Dice (which seems like it could happen very quickly) you fall alseep and it's suggested that really terrible things (like dying) happen to those that fall asleep. Other bits throughout the book seem to poke the GM toward being harsh on the PCs. I got a strong GM vs Player vibe from reading it.
Also, I was disappointed in the setting. I loved the source material that was suggested but the Mad City came off too Tim Burton campy-creepy instead of something truly frightning.
If I were to score it I would probably give it a 3 for Style (it's clean, easy to read but nothing special) and a 3 for Substance (good use of examples, all the rules you need, decent setting material but again, nothing to boost it past average).
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One of the Usual Suspects
"If someone comes at you with a sword, run if you can. Kung Fu doesn't always work." ~ Bruce Lee
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