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Re: [RPG]: Truth & Justice, reviewed by xenongames (3/4)
Good review. I feel more informed now than when I read previous reviews, though the net effect is that i'm a little more nervous about the order i placed with my FLGS.
After getting the PDQ free rules pdf, i've been intrigued by how i can implement this system into a good game. Looking over Dead Inside, Truth & Justice, and Zorcerer of Zo, i decided to start with T&J because 1) it'll probably be easiest to get some interest in a superhero campaign, 2) i suspect that the super-power rules can translate to some of the more fantastical campaign ideas i've had (like a Masters of the Universe-style scifi&sorcery campaign, or something like the illegitimate mutant child of Swamp Thing and HorrorClix), and 3) the reviews i've seen have indicated that this does a great job of capturing the tone of superhero comic books, something that disappointed me in Silver Age Sentinels and other places.
Once my FLGS gets the hardcopy I ordered, I'll put it to the test and maybe post a review of my own.
A couple of things this review brought to my attention: if a hero has some kind of web-slingin' power, couldn't stunning an opponent be handled as a stunt just as easily as blinding the opponent (with the assumption that the non-stunt use would be more for brachiating around the city)?
Also, as a fan of Dr Strange and similar characters, i must ask: how much attention is given to this sort of hero? The review mentioned meta-powers, but was a little unclear about how they're meant to work as well as how much attention is given to them (apart from indicating that the game itself seems a little unclear).
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