Quote:
Originally Posted by smascrns
What makes this game better?
|
Just to consolidate some stuff that's been said about SOTC onto this thread:
John Harper has said: "I am reading Spirit right now, and my jaw has not left the floor. There are eleven good ideas on every page, and it is *all* laser-focused on actual play. That's why it's so long. Every single thing is immediately tied into real play, and how to make game play better. It's a killer, killer book."
Mike Gentry's quick recommendation/review:
http://mikegentry.livejournal.com/111702.html
Excerpt from the above: "If you like pulp, then this game is something awesome. It gets the pulp genre (as filtered through RPGs) just right -- just the right blend of action, optimism, benevolent imperialism, and high weirdness that makes us want to game in it. It provides a thorough but simple guide to the pulp era, without getting weighed down with historical detail that is better left to history books and Wikipedia. There is a "default setting" (that is, a canonical reason why pulp heroes exist), and while it's interesting, it's also so unobtrusive that discarding it is a completely trivial matter -- unlike, say, the default setting of Adventure. I would go so far as to say that Spirit of the Century manages to do everything that Adventure tried to do, and does it better." (There's more that at least lightly gets into some system specifics; I recommend checking out the link)
A fun thread with some character creation bits:
http://forum.rpg.net/showthread.php?t=284986
Some rating-comments:
http://index.rpg.net/display-entry-c...ml?mainid=3441 (from this entry:
http://index.rpg.net/display-entry.phtml?mainid=3441)