(phew - last review done, and 4 hours before deadline)
---
REVIEWER NAME: Joe Murphy
1) CREATIVE AND EFFECTIVE INCORPORATION OF RULES (1-10): 7
Feedback: All three ingredients are used, to a differing degree of
effectiveness. The characters form an investigative Committee.
Individuals are vulnerable to certain Emotions that distract them from
the case. And as detectives, they wield a magnifying Glass.
I really enjoyed the way Emotion was used, but I don't think the
system went far enough. Flawed heroes are such a terrific element of
the genre, but the -1 to dice rolls mechanic seemed a bit bloodless.I
would really like to see a revision were emotional frailties were more
central.
Interpreting the 'Glass' ingredient as a 'Magnifying Glass' was a
stroke of genius, but again didn't go far enough. The ingredient is
rarely used in the game.
Mysteries must be solved before the Time is up. And after four
sessions, the group should be investigating and apprehending Moriarty
himself. So that works well.
2) CLARITY (1-10): 7
Feedback: Very good. There were a couple of minor mistakes ('Weakness'
used instead of 'Emotion'). The text flowed very well. Concepts were
introduced and explained very well.
There was an example of play, but I would have liked to see more
examples of how characters were designed, Setting Points were used,
Clues and Wounding. Generally, the text needs more examples.
Some of the terminology was unclear or inappropriate. The character
creation chapter was headed 'Chargen' when it could have just been
'Character Generation'. Some other terms seemed a little clumsy
('Super Scenes') and didn't help my understanding ('Passions' vs
'Emotions'). Some terms were terrific - I love 'Mutilations'.
Brilliant.
3) COMPLETENESS (1-10): 7
Feedback: There seems to be a substantial part missing, detailing
London Locales. Only one place is detailed. As the locations seem
important to the game (some rules are only used in certain locations,
like 221b Baker Street), this is a shame. I presume the author ran out
of time.
Apart from that, the game is fairly complete. Character generation,
equipment, some examples of play, advice for both GMs and players.
In a future edition, I'd love to see lots of detail on the Locales,
and advice on creating the mood. How many chase scenes should there be
relative to interviews? Etc.
4) ESTIMATED EFFECTIVENESS IN PLAY (1-10): 8
Feedback: A very solid design. I haven't checked the numbers
rigourously, but the economy looks good. Character design is
interesting and looks effective. I like the way the GM must spend
'setting points' to create hazards and enemies for the PCs.
5) SWING VOTE (1-10): 7
Final Feedback: The setting and system are so good, I almost think
it's a shame that it's based on Conan Doyles' books. I could happily
throw out the references to 221B and the Baskervilles and just set it
in a slightly fictionalised London. I don't know what Holmes & Watson
*add* to the game.
The list of Artifacts didn't add anything to the game for me either.
For fans of the books, this could be very cool, though.
The design is really, really solid. It sharply focuses on the genre,
there is little extraneous design, and the systems all look good.
And I would very much like to see a new, complete edition and give it
a try. I've run lots of similar games (Inspectres for one) and really
like where this game is going.
TOTAL SCORE (add items 1 through 5, above): 36