Steal Away Jordan has so much cool stuff going on.
I love the creation of goals and tasks that drive all the action of play, and that the GM is not allowed to know what those goals and tasks are. I love the thematic impact of the GM's determining the PCs' "worth" at the beginning of play and at the end of each session. I love that minor bargaining and conflicts allow the players to gain temporary dice for upcoming rolls. The players are driven to create bargains and conflicts to better position themselves for future trouble. I love that accomplishing tasks builds up your "worth" pool for that major goal. Together, the players drive the entire story as proactive heroes, always pushing for what they want. I love that death is always on the line when you push a roll or gamble for additional luck. I love that you can play your own ghost if you do die. I love the use of "lucky sevens" thematically throughout the game. Steal Away Jordan is a sharply designed game. My only wish is that there was a little more guidance in the book for the GM. Oh, and if you're a fan of Poison'd, you should read Steal Away Jordan. The influence of Ellingboe's game on Baker's is prominent and interesting to see and compare.
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Jason D'AngeloRPG enthusiast interested in theory and indie publications. Archives
April 2023
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