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Cuthroat, the Shadow Wars | ||
Author: Nathan Kaylor
Category: game Company/Publisher: Stormworld Games, Inc. Line: n/a Cost: $25.00 Page count: 234 ISBN: 1-930312-00-8 Capsule Review by Sergio Mascarenhas on 02/10/00. Genre tags: Fantasy |
Before I move on, let me explain the context for this short review and its companion long review that I'll be sending to RPGnet in a couple of days.
As you can read in the Forums section of RPGnet some months back, I subscribed to the (now discontinued) online edition of the game. I was not pleased with that experience, and complained about it in the Forums when I discovered that the game had a new, paper-based edition. Stormworld Games (the editor of CTSW) decided to send me a copy of the game free of charge. Since they didn't have to, I decided to review the game. I divided my review in two parts. The present part will address those points that the people behind CTSW consider to be the main strengths of the game. A separate, longer review will attempt to look at in depth. In the back cover of the CTSW book one finds five bullet points. I assume that there's a reason for it to be there, and that reason is that the authors of the game think that these are its main strengths. In the present review I'll just if the game delivers what he promises in the back cover. Complete Fantasy Setting All I can say about the fantasy setting - Skaev in the former empire of Dalashar - is that it exists. But not in this book. You see, in this 230 pages tome there's no more then around 20 pages of setting related info - including fiction. We just don't have enough data on the game world to consider the setting complete. In fact, we can't consider it to be partially complete. Yet, what we have is of mild interest. Content: 1,5. Character Generation Weird. There's no RPG without rules for character generation. If the game designers highlight it, is because they must think that they have an hell of a system for character generation. As I'll explain in the coming in depth review, the system is interesting, simple, and allows an experienced player to create a character rather fast. Yet, it's not outstanding, and it's not error proof. Content: 3,5. Sudden Death ™ Combat System This is the weirdest thing about this game, I mean, the Sudden Death... Trade Mark. Yes, they gave a name to their combat system and trademarked it. What we have here is another piece of solid rule making based on classic concepts. In other words, nothing we can consider to be groundbreaking. Oh, I was forgetting about the ™ thing. Yes, this is interesting. What's all about: simply this: combat is very lethal, but certain death (or should I say, sudden death) can be avoided through luck... points. Of course, PCs have more luck points then NPCs. Unfortunately, there's a flaw in the system. Wait for my longer review. Content: 3,5 (but upgradable to 4 if the flaws are dealt with). Play Different Types of Thieves The book somehow delivers what it promises. In fact there 15 types of "thieves", going from Assassin to Tomb Robber. Why do I say "somehow", and put thieves within brackets? Because these 15 "templates" are not really only about thieves. They are more about different types of criminals. But that's ok. The downside is that you only have templates for thieves. If you want other types of characters, you'll have to do it yourself. Which is ratter easy to do, though. Content: 4. Full Arsenal of Tools & Weapons Nothing to say about this. The game delivers what it promises - provided that by "tools" one understands thieving tools. Content: 4. Final remarks CTSW is a solid game. The rule system is good and solid, but is marred by several major flaws. These can be easily solved, though. The main problem is that it lacks a playable fantasy setting. So, if you buy this game, use it to play with a setting you already know.
Style: 4 (Classy and well done)
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