Ben,
I find it interesting that you didn't see the time use as a tack-on, which it indeed is


Clarity is indeed a major issue, and it needs better organization and examples. the kind of examples with would come from playtesting. "ideas to serve as inspiration for the Victorianesque world" That is an excellent idea! Wonder is in fact, under-used right now. "There are also quite a few specific rules that could be fiddly- it might be nice to have them introduced only in later sessions when the basics have been internalised by the players. " Implementation of that seems problematic, but perhaps that is just a designers viewpoint

nyarly,
On the subject of time and ancient, read the first few sentences for Ben

"The three acts are interesting, but don't seem to mesh well with the rest of the game." Nailed. The organization is bad, and I developed it as I wrote it. The rest of the clarity and completeness issues seem very valid and something I'll correct. I'm unsure if the dice system is too clunky, cause that is the entire system- after a fashion. I'm more unsure about the chance of any given result and how that works in driving play. "Finally, the three act structure feels a little forced." Its gone. I never get into the time theme idea this year, and absolutely hated it.
James,
Time is forced. Right on! I thought the ancient was a good use through the book and the word-concepts, but of course I did- being the designer and all

Ok, now you've really got to the core of the game's problem here: "Very little direction for any of the players as to how to conduct scenes" and "The actions of the characters are very distinctly structured, but there's nothing to connect it to the higher arc of play" I feel that way too, and I'm working up solutions as I type this

kleenestar,
Wow. What a review. You'll have to wait a bit for my thoughts on that one
