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Re: [RPG]: The Esoterrorists, reviewed by C.W.Richeson (2/2)
I was also underwhelmed with Esoterrorists. The setting is a very shallow rip-off of other secret-organisations-that-hunt-monsters and the rules are not revolutionary nor solve the problems with investigative games.
You know what the 'great' revolution is of the Esoterrorists? Nominate which clues are essential and give these away when the players are in a specific location. Besides these free clues the players can also roll for additional clues but have to spend a limited amount of points on these rolls. Why a limited amount? So, they have to choose when they are looking for clues. Why this system is better suited for investigative scenarios than a "unlimited rolls" skill-based system like CoC is not very clear to me.
And how quickly will players figure out that they will get all the essential clues to reach the end of the scenario for free and therefore save their limited pool of points for the big finale of the adventure?
So, neiter an interesting background nor a revolutionary rules system.
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