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KARBON| Review and Further Dev

PostPosted: Wed Sep 22, 2004 6:59 pm
by Andy K
Initial Impressions Oooh! SOL-ID! 24 pages of solid RPG action. Character generation! Setting! Primo layout! Cool character sheets! Very impressed with this production overall.

Good Points

It's solid as all hell. It's Blade Runner done right- where the players have a chance of being Karbons as well (like the flick).

A one-page intuitive cybergear system that emulates any type of gear for the whole vange of the game.

Doubt: The system for having your characters spontaneously become (retroactively) Karbons, the setting's version of Replicants.

Solid system for judging reward vs difficulty/threat.

While the system's mechanics require a chart to judge scale, that scale is written on every character sheet.

Points to Work On

I'd really love to see playtest notes on how people took to the resolution system. Otherwise, the only thing this game needs to become rock-solid and sellable is mroe examples of play, sample PCs, NPCs, etc.

Great job overall. I know that my work will never come close to this. :)

PostPosted: Sat Sep 25, 2004 8:02 am
by Jason Petrasko
Thanks for your kind words Andy, I appreciate them!

Really though, the balance is quite poor in the 24 hour version. If you want to see the progression of the game you can find the website for Karbon below.

The playtesting went well once we adjusted the values (2 edition). In the 24 hour version the players are way way too good. I did experience any real problem with players in regards to the resolution system, but perhaps I can drag some of them into this forum to discuss that.