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Old 01-24-2007, 04:50 PM
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GB Steve GB Steve is offline
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Join Date: Jan 2002
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Re: [RPG]: The Esoterrorists, reviewed by C.W.Richeson (2/2)

Personally I've enjoyed running GUMSHOE and I'm using it for Cthulhu at the moment which it serves well, especially as the scenario is clue heavy and requires about 10 skill rolls to get all the handouts.

Esoterrorists is expressly written as a light modular game, as stated on page 1, so I'm not so worried about the present lack of depth.

And I'm in favour of the sparse setting. There's so much modern occult material available for free, much of it in news sources that I'm happy not to be tied down to something hard and fast. Part of the problem with Cthulhu and its ilk is that the players no so much about the background that it no longer presents any surprises.

I am rather associated with the project but this does mean I've had rather a lot of practise with it and haven't found it wanting yet for the kind of game it serves, except perhaps a slight hiccup in the area of listen rolls (easily remedied).

So 2/2 seems harsh to me, especially if you consider the great cover, the good GM advice and the rather attractive page layout.
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