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Art: The interior art was very hit or miss. Having had to purchase art for my few RPG efforts, I know how it goes though. Even the not so good stuff worked with the layout to help set good moods. Not much of an issue though, as I don't buy the books for the art. The cover art, especially for the Sentinal's Bible, was excellent.
Game System: The system uses a familiar and easy to understand d6 pool system where successes are counted. I do like the idea of having different Aspects used with a given Proficiency (Aspect + Proficiency dice vs. difficulty number, determine Degree of Success by number of successes) depending on how the Proficiency (skill) is being used. It is a course system, concerned more with the macro/vague results of the rolls. I like the way specialization works too. Some of the skills are perhaps too inclusive, but this can easily be changed by the GM. Nothing ground breaking, but a fine and solid system that is easy to learn and covers just about everything the game needs. I like a deadly system that takes injury into account, and this does a fine job of that.
I do have two complaints about the system. One is that no animal stats are given. Every system needs at least basic number stats for things like guard dogs (one can be found in the news letter I believe, but still), horses/pack animals, and a few adversarial beasties like snakes, alligators, and large cats. This is in part needed because smaller animals should have fewer damage tracks; but how many? Second is that the vehicle combat system is somewhat lacking, even with the Bible. I know this isn't meant to be a war game, but vehicles have armor, intrinsic or added, and the vehicular damage dealing rules seemed to be a bit off--usable, but off.
Layout: The layout was great. I really liked the broken seals graphics in each chapter. The narration was excellent. If there was any one part of the book that really helped and stood out, it was the narratives and vignettes. The character stories really showed just what it was like to be a Sentinal, and the letters to the priests from the Fallen was great. Both really helped set the tone.
Setting: The setting is very well done. There is some geographical description, but the modern world is the stage. There is also some discussion about the three eras of the end days. The descriptions and stories of what the Sentinals are up against are great. The chapter on being the Prophet and how to run horror were very well written. As a long time Call of Cthulu GM (several years back) I know it can be hard to transition to a successful horror type campaign. The tips on running "good" horror will be helpful to new GMs and to old horror hacks, as will the discussion on GMing a game with a religious bent. I would say that this game can be favorably compared to Call of Cthulu for its atmosphere and setting. The chapter on making and running demons is very well done. There are only two sources of power, and dabbling in dark magic has real consequences in game.
I like the biblical history as well, the discussion of the Beast Kingdoms, what the seals were, and generally how the Legion's machinations are presented. It all leads to some good campaign ideas. The adventure that comes with the Prophet's Shroud is well done too, getting players involved smoothly and the example visions are helpful too. The begining seems a smidge rushed or contrived (I can't really decide), but it will be a fun one to run I think.
On Christianity: I am a Christian, and define that as a major aspect of my life. I am always learning and researching my faith, and strive to live according to the scriptures as best I can, despite my long list of failures. I was very curious how such a topic, especially so intrinsic to the game, would be done. I find it was done very tastefully and in a way that would not offend (at least not offend Christians that are open to RPGs, not much you can do for the rest). Good discussion is given to how to treat religion and ideas for players, and there is no hidden Chrisian conversion agenda. Christianity and faith, if not organized religion, is treated with respect and its good to see a game where powers can come maturely from God's grace. These gifts and powers are presented in an interesting and fun way, granting abilities but not super powers (well, some of those higher echelon rites are pretty catastrophic).
The Judeo-Christian lore and belief is added in without being choking, didactic, or self-righteous. Morality is given in broad terms that would be accepted by a wide range of denominations and just plain decent folks, and no particular religion is needed in the game. Groups can easily adapt play to meet their own particular church beliefs with no problem. Catholocism is most closely associated with excorcism (pea-soup!) and is usually recognized as the oldest Christian church, so it does get limited attention. The Sentinal's Bible does get a bit papist with the inclusion of the Roman Ritual (excorcism) and the Sacraments, but this is easily understandable for the reasons above and can be altered without destroying the game.
The Arcana (God gifted rites with spell like effects) will likely smack of witchcraft to some, regardless of what the book says, and there are perhaps too many earthly rituals involved, but nothing that can't be attributed to the mission of the Sentinals and nothing offensive to me. It is very clear that the Sentinal's powers all come from God, there is a definate line between good and evil, and there is a price to pay if they are not used for good.
There are some bits that might rub the wrong way depending on a person's faith, but you guys did an excellent job of not being insulting to Christians and leaving it open enough to include the wide variety players out there. And hell, its a game!
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