To Serve the Earth |
Home Other entries Description Vitenka's review (4/10) |
"Purpose: To serve the Earth." I once asked my Oracle, what does it mean?
She said to me, "We stand along the edge of great spiral, a spring bounding and rebounding. Once, this world was a lush paradise ruled by the now sleeping gods. In their pride, the gods faltered and the world fell to ruin. So the gods created us and left the world to our caretaking while they entered the great sleep. It was the hope of the gods that one day, the world would be a paradise again, and they could return. That is our purpose, 'to serve the Earth,' that it may one day be green again."
So. Post apocalyptic robots rediscovering and rebuilding the world.
And that's the entirety of the given setting. The rest of the setting - how the facitons interpret these loose orders, what territory is occupied and what is in it...
All of this is generated during play.
Most of the rules, in fact, cover a campaign mode where the factions map out and take over various areas. The gaming is then solving problems in those areas.
And it's a troupe-style game. You have to GM sometimes, if you want your faction to advance.
It's also nice to have a game where you don't play the same character each session - your faction is your character.
Mechanical life and tech gone wrong are shoe-ins - as is fate points for others. Two dice on every roll has been taken to mean 'two KINDS of dice' which is fine.
But the advantages are point buy.
The character advancement is there, although muted - the ability to enhance special parts seem a shame, although it avoids the need for a bigass unwieldy list of parts.
Exploration is another solid hit.
It looks solid, but I'm afraid it doesn't inspire me.
The empy landscape is a bit too empty. More sample factions to suggest clearer conflicts, and more sugestions for ways in which facilities can have problems would help me past the "What do I do?" hurdle.