Previously backed this creator's crowdfunding project
* "Capacity" in terms of weapons doesn't actually seem to be defined. It's fairly simple to intuit how it should work, but if there are any unusual caveats it might be good to mention them. * Typo: "Seam Ripper" references "Punture", rather than "Puncture". * The stylized presentation of the Entity statistics looks cool, but for some of them some scrutiny was required to locate them. I've ultimately ended up creating my own sort of Entity sheet to standardize their layout and presentation. I'll talk a bit about what I did later. * I find that I'm slightly worried about the potential longevity of the game for a group. The Entities and their moves are very bespoke, and making distinctive and compelling implementations seems non-trivial, much like the video games probably serving as inspiration here. I'm intimidated and disinclined to want to really get into mastering that art myself, so I'd like to be able to lean pretty heavily on pre-made content, but based on what seems promised so far it appears that that might only be a small handful of Hollows, even with stretch goals. Here's some thoughts on what I did with my personal Entity sheets, perhaps some of which might be useful: * One aspect of said personal sheets that seems pretty helpful to me are the creation of new status effects, maneuvers, and keywords, in a way not dissimilar to how The Armor introduces "Ready". For example, in my notes, I've defined the Tailor as establishing the additional status effect "Embedded", which prohibits Guard, Move, and Repositioning; the attack "Ravenous Maw" simply notes that on Wound, it inflicts the Embedded status. Likewise, there is an additional maneuver option for players in the fight, "Extract", which tests Strength to remove Embedded. At least for me, trying to minimize and streamline the text in Entity moves feels very helpful. There's a lot to take in, and being able to digest as much as possible with a quick eyeball when evaluating my options as a GM is important. * Following from the above, in a design that avoids creating such bespoke statuses, having "Curse" as a general purpose stackable effect makes some sense. But, in the Tailor fight, players are granted an additional maneuver option to remove Curse ("Untangle" is what I've dubbed it in my notes); I feel like the more player facing it becomes, the more it would benefit from getting a name tailored (hehe) to the context of the Entity in question. They might be broadly classified as Curse-type effects (if there are Weapon moves that interact with Curse for instance), but I think that would help to distinguish these kinds of cases where it has additional special rules. * Another thing that I've done for my own organization is create an additional section for Entities, "Reactions", which defines all "On X -> Y" events. Mostly, this just folds the "On Breaking" moves alongside some of the "Special" moves; for the Tailor, "Crimson Threads", "Sutured Senses", and "Seam Ripper" are all Reactions, while for the Bishop they are "Avaricious Aura" and "Gilded Scales". Again, this is just for creating a consistent, singular place to look for a specific kind of thing. That's all for now! I've got a session scheduled with my gaming group this Saturday, and I hope to have more feedback then. :)