The link looks messed up, Knaight.
It's been awhile, but i did tell Knaight I would write a mini-review of his Titled and so here I am.
The first thing I want to say is that all of you should take a look at this, it's a unique idea and system that is pretty simple to work with.I found it through reading that the concept is pretty solid and doesn't have to much difficulty getting up and ready to go. When you are used to fudge though it takes a little more thinking to get out of the fudge "mindset" (maybe this is my own issue).
I haven't yet been able to play a game and I hope to soon!
The Iron Fist of New Atlantis, the first full game made under the Titled rules set is now released. Its highly experimental, though the setting, the play structure, and the rules have all been played with while separate.
Care to explore new paradigms of player-GM dynamics? Care to try a non chronological game? Do you want to play through a tragedy, and create a story ending only in doom and failure?
Then The Iron Fist of New Atlantis is for you.
The [-] die.
As promised, my critique of Titled RPG in Fudge Terms (Sorry, I couldn't resist):
1. GREAT Dice Mechanics. Next to Fudge Dice, I like counting successes with the venerable (and ubiquitous) six-sided dice!
2. GREAT Attributes. Those three adaptable stats cover a lot of ground.
3. SUPERB Titles. Compliments the Attributes well. It's a well-defined bonus-giving Gift. A possible expansion is that Titles could also have a negative connotation, Fault-like, giving a penalty to rolls - for having a negative reputation or "notoriety".
4. TERRIBLE Nature. It feels a little "tacked-on" and unnecessary - I would drop it out of my games.
Overall, Titled RPG is a quick, fun, rules-lite game that I can play instantly! I am going to read "The Iron Fist of New Atlantis" next.
Congratulations again, Knaight!
--Jonas "fudgebob dicepants" Susara
I just finnish reading "The Iron Fist of New Atlantis". Here are some comments:
1) Interesting setting. Putting the Humans as the main antagonists is an attention getter. It has been done before (The Battle for Terra; Avatar, etc), but it is always a cultural shock for the players, so it will hardly get old. Good move there. More about the setting in 3.
2) You ask the players to create non-human characters, and even give some guidance regarding how to create less trekkish aliens, but I suggest you to add in some examples of alien races, besides the main ones (nice description of their alien-ess, btw), as an inspirations for the players who want to play with something not really human-like
3) This is obviously a self-contained game, with a predefined plot-line (given by the acts) and a clear sequence. It is something that makes for a good one afternoon game, or a few sessions one, it seems. No problem with that, of course. Quick games have their charm and their niche in my heart. What could be a problem is the possible excess of railroading from the GM. Players can, and most probably will, do stuff the GM wasn't counting with. Experienced GMs will know how to be flexible and manage the situation, but the not so experienced might be tenpted to bring the players back to the predefined plot. I suggest you to add somekind of warning for the GMs to try to avoid that and be flexible and follow the flow of the game, instead of trying to control it. The idea should be "steering" the game gently, not controlling it. Players tend to get bored when they perceive they don't have control over the course of their characters' actions
4) A potential problem I'm seeing, though, is the inevitability of the characters' deaths. I know, I know. It's all for the drama and the martyrdom thing and all, but maybe some players don't get so excited by knowing their characters' demise is inevitable. All in all, the setting looks a bit bleak and depressing. Like there's no hope for change and the characters' personal struggle is futile. Maybe adding a small light of hope at the end of the tunnel for the players might help. Or maybe omiting the inevitable death of the characters from the players' part of the book.
5) I like the minimalist sheet. It works for a minimalist game. I also like the concept of titles. It's pretty much a prosaic descriptor, which always come in handy in Narrativist games. Another good move. I also second the exclusion of the "Nature" descriptor. It was kinda useless and redundant.
6) I suggest fixing the appearance of the PDF for something more visually enjoyable, and to fill it up with lots of examples. Remember: words teach but examples compel!
All in all, TIFONA is a quick, cleverly designed, honorably unambitious, narrativist game.
Evaluation Score (considering Eye-catching factor; Setting; Rules; Replay value; and overall Enjoyability): Fair
-- Adon Sabaoth - WarLord