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  #1  
Old 07-28-2003, 01:00 AM
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[RPG]: Dead Inside, reviewed by Jason Morningstar (3/4)

http://www.rpg.net/reviews/archive/9/9556.phtml

Jason Morningstar's Summary:

An RPG that focuses on redemption - regaining your lost soul. Solid mechanics and a well-defined setting make it work.

Go to the full review for more information.
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  #2  
Old 07-28-2003, 06:49 AM
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Ad

Post originally by Captain Platypus at 2003-07-28 05:49:00
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Ad, ad, ad, ad, ad, ad, ad, ad, ad, ad, ad. Maybe you just playtested it, maybe the authors are your mates, maybe you saw an opportunity to try a funky new game and never met the guys before; whatever. With an ad/review as blatant as that - we've said it before and we'll say it again - please give full disclosure of the background to your review. And if there is no link at least try to write a review that doesn't READ like an ad. That being said it did actually sound interesting
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  #3  
Old 07-28-2003, 07:28 AM
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Maybe the game has no flaws?

Post originally by Yamo at 2003-07-28 06:28:22
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Yeah, right...

Ad indeed.
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  #4  
Old 07-28-2003, 09:56 AM
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More information please

Post originally by Vin Diakuw at 2003-07-28 08:56:19
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Ad or no (let us give the reviewer the benefit of the doubt and say no), playtest reviews should include information on how the mechanics actually work (especially when the review mentions how tightly some integrate with the setting) and session notes that illustrate the strengths and weaknesses of both setting and mechanics.
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  #5  
Old 07-28-2003, 10:33 AM
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RE: More information please

Post originally by Chad Underkoffler at 2003-07-28 09:33:02
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The basic mechanics of DI, that everything runs off of, are pretty simple.

Characters (and some things) possess Qualities -- as mentioned above -- ranked in steps: Poor [-2], Average [0], Good [+2], Expert [+4], and Master [+6].

For simple tasks, characters compare their Quality Rank against the Difficulty Rank of what opposes them. (Expert climber vs. Good wall). Higher rank wins.

For complicated tasks, where the resolution is in doubt (Expert climber vs. Expert wall), the character rolls 2d6+Modifier vs. the Target Number of the Difficulty Rank.
So, an Expert climber is rolling 2d6+4, to beat a Target number of Expert [11].

For conflict tasks, where there is active opposition from a person or thing, opposed 2d6+Modifer rolls are used.

Does that help?

CU
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  #6  
Old 07-28-2003, 10:36 AM
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RE: Maybe the game has no flaws?

Post originally by Chad Underkoffler at 2003-07-28 09:36:32
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Personally, I don't feel that it's flawless, and I know Jason had some issues he wanted to discuss. Indeed, he brought one or two of them up over in the Ads/Promo thread.

Since, IIRC, in our discussions there and on the playtest list for DI, many of his points seemed to be based mostly on personal taste and inclination, I suspect he was merely trying to be objective in this review.

That being said, Jason, if you want to haul out the issues you've brought up before, I say go for it.

CU
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  #7  
Old 07-28-2003, 10:45 AM
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Some Changes from the Playtest

Post originally by Chad Underkoffler at 2003-07-28 09:45:52
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There have been some changes from the playtest version that Jason played, due to playtester comments and concerns. I'll highlight some of them.

"There are virtues and vices (modeled after the classic Christian traits, but with notes on customizing them if you prefer)"

Instead of going with the Contrary Virtuews and the Deadly Sins as the base Virtues & Vices, a smaller set of more generic Virtues & Vices have been made the basic set. Options given in the GM's chapter include the Christian set, a Buddhist set, and a Viking set.

"and provide an source of power for the Abilities of SQs"

SQs have been renamed as Types; the way Abilities work has changed slightly; some Abilities are now Powers. Abilities can be used all the time, with a penalty to your roll vs. Quality; Powers require the expenditure of Soul Points to work.

"The primary medium of exchange in the Spirit World is intangible – memories, dreams, and experiences. These can be shared equitably or lost permanently; the latter being far more valuable and dangerous."

More detail on Soul Commerce added.

"That being said, I know that the author has been mumbling about some intriguing directions in which he plans to extend the game, including a gritty, back-home-on-planet-earth supplement that might appeal to anyone turned off by the dreamlike nature of the Spirit World."

Depending upon how sales of the DI book go, we'll be looking at this for the next supplement. There's already a free supplement up on the Yahoo group, and it should be available for free once we get the website up and running. It's called the Imago Deck, and is both a "Whimsy Deck" (a la Lion Rampant) and a method for playing DI diceless.

I hope this helps what you feel is lacking in the review; if not, feel free to ask for specific details.

CU
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  #8  
Old 07-28-2003, 11:43 AM
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RE: More information please

Post originally by Andy at 2003-07-28 10:43:37
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Wait a minute: I thought you said this game was based on the Fudge RPG system? This doesn't look anything like Fudge, save for the steps thing...
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  #9  
Old 07-28-2003, 11:51 AM
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RE: More information please

Post originally by Chad Underkoffler at 2003-07-28 10:51:13
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Looking at the review, Jason merely said that those players "accustomed to FUDGE" should find it "comfortable."

It's a new system.

CU
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  #10  
Old 07-29-2003, 09:31 AM
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RE: Ad

Post originally by Jason Morningstar at 2003-07-29 08:31:17
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I've never met Chad and don't owe him any favors - I found out he was developing a new game and, having admired his Pyramid columns, wrote him and volunteered my gaming group to playtest. My review wasn't intended as a puff-piece and I'm sorry you saw it that way.
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