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Old 08-22-2008, 03:01 PM
trap monkey trap monkey is offline
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Join Date: Aug 2008
Posts: 3
Re: [RPG]: Prophecy, reviewed by macd21 (2/3)

Hmm...
I find it ironic that nowhere in this tirade have you told anyone that this is just one fanboy’s opinion.

As a female gamer, I must say that I have no problem at all with the Felinor, their culture, or how the mechanics of them in the world work, along with the rest of the game, nor do any of my other friends, or my game group. One of them is even *GASP* playing a Felinor True!
Will wonders never cease?
Apparently not. We also have never had any issues with the Combat system, or what gear you can start off with in Character Creation.
My game group went a step further and we’ve been teaching each other skills in our travel and down time to make each of us more rounded.

In this fangirl’s opinion, Prophecy offers a lot more than meets the eye, and more than most other RPG’s on the market. It’s world is uniquely deep and engaging, with a historical timeline that spans back over 7,000 years. The maps are amazing, and those are only for one continent. I can’t wait to see more in the future!
The Box set is the GM’s tool kit. GM= god of the game. Don’t like something? Don’t use it. Or at least be smart enough to work around it. (And, no. I don’t mean nix an entire race and culture. That’s asinine.)
The new Player Manual takes the PM of the box set, and all relevant material from the Superius Guide and streamline’s it for players into one book. Kudo’s to the RP guys.

Also, the ‘flimsy, worthless GM screen’ isn’t a GM screen, genius. It’s the quick reference guide of the chart tables.

I like that Prophecy has no set good and evil. It’s up to the players and GM to determine what is to be done with the story that is given, the adventures that can be created, and the fun to be had. I like that I’m not locked into a class, either, and have the freedom of choice in what I do.

Prophecy is a story-driven, skill-based RPG that has a wealth of history forged into it, diverse races and cultures to interact with, and a lot of choices for both players and GM’s to make.

In the words of Haley Starshine, ‘It’s a little something I like to call Role Playing.’

If you want a hack-and-slash go play Munchkin.

If you like substance, depth, and a chance to really play a character comprised of more than a shield, longsword, half-plate, and a penchant for slaying dragons, give Prophecy a try.

And actually read the material so obviously well thought out.

RPG’s tend to work better that way.
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