Before I start in on this review, I want to send a notice to every other Free RPG Day entrant in the future: This is the way to do a freebie.
Ok. With that out of the way, let’s dive into the review.
The first ten pages of the book detail the basic rules of Arcanis. This includes everything you need to play the game. Action rolls, adjustments to those rolls, combat, initiative (we’ll come back to this later,) defenses, armor, combat modifiers, movement, combat actions, casting spells, injuries, death and fate points are all covered within these first ten pages. It’s an in-depth look at the system, but remains basic enough to be comprehensible to someone without access to the full book.
The most interesting aspect of the entire system is the use of a “clock” for initiative. Instead of everything happening in rounds where everyone gets a turn during the round, combat is chopped up into “ticks of the clock.” Each person starts at their initiative order (with the lowest number going first) and each action has a speed. Let’s say you start at tick number three and perform an action with a speed of four. After you resolve your action, you won’t go again until tick number seven (3+4=7) and so on. When the clock reaches 12, it resets to 1. I’m really not too clear on what happens at each clock reset. The fast play rules provided don’t reveal that information, but I’m assuming it’s in the full rule book. I don’t know if a new initiative order is rolled with each reset, or if a player that goes over 12 for their next tick “wraps” around to a lower number on the clock.
Following the rules is a six-page adventure that is very well written and looks fun to play. It comes complete with stat blocks for the bad guys and two maps that very clearly lay everything out for the GM, or Chronicler as this role is called in the game. I really like this adventure because it’s free form and involves a good mix of role playing and combat.
After the brief adventure, there are five pregenerated characters to play with. Each character has two pages dedicated to it to allow the player to have all of the information they need about powers, talents, spells, skills, equipment and background. This part of the book is as well done as the rest of the pages.
Next comes two pages that have a sampling of the spells that you’ll find in the full book. There is a wide variety of spells in just the two pages and gives me hope for a broad range of spell-like abilities in the full book.
The very back of the book contains a double-sided, blank character sheet for use with the game (even though there are no character creation rules provided in the book.) This is a little strange, but a nice additive to the overall flavor and gives you the idea that these people are serious about their role playing and styles.
The main disappointing part of the whole book came at the end. I was just getting ready to put the book down, hit the Internet and order the main book when I noticed that the next-to-last page stated at the bottom in large, bold text, “Coming August 2011.” Damn. I guess I’ll have to wait a month or so to order this one or get my FLGS to order it for me.
One of the most interesting parts of the game, as far as wounds go, is that most damage is caused to stamina and only the most severe of attacks will cause wounds. If a person drops to zero stamina, then they are considered “vanquished” and out of the fight unless healed up. This very much reminds me of Champions where most damage is “stun” and very little is “body” damage. There’s a quote from the Arcanis book that I feel should be shared with every GM. The sentence is, “Heroes shouldn’t die hollow and meaningless deaths.” I love this sentiment. Having said that, there is still a chance for death in every combat due to the fact that critical hits can occur, though they are more rare than in other systems.
Grade: A+ / How could I give it anything else? Great job by Paradigm Concepts!