The Riddle of Steel

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--Dieter the Bold 02:38, 5 January 2013 (MST) After finishing the second part of the scenario, I am inclined to give TRoS a further try in a campaign or multi-shot. I don't find the setting interesting, or particularly playable. I'd be inclined to try using TRoS for a WarHammer game, or some other fantasy setting.
Character Generation:
I like point-buy over random generation, and I do like the Priority system used here (and in WHFRP 3.0). I think things balance out
Skill Mechanics:
Things seem to be well-balanced here, although I would like to see a little more guidelines on which Attributes to use.
Spiritual Attributes:
This is definitely a mechanic I like. Somewhat similar to Aspects in the Dresden Files RPG / FATE. I would like to either expand the number of Spiritual Attributes or edit their definitions a little. Based on the design of the characters in the one-shot and the definitions, they seem to lean too far towards needless drama-making, (eg., rp-ing debates about whose made-up religion is the right one), or towards a linear focus on completing a plot (must reach my one true passion). I'd like to give Spiritual Attributes a little more wiggle-room for their use without making them too easy to invoke.
Magic System:
We didn't use this at all and I haven't even read that chapter. I'll have to look over it to see if it's something to bring along or to leave behind when porting mechanics to a different setting. Anyone else do some reading on it?
Melee Combat:
This definitely got things down to "realistic", or at least very consequential maneuvering. Your choice of combat tactics had serious consequences. If everything was organized in a sane and accessible fashion, would people be interested enough in what this system offers to make use of it, or does it draw people too much out of the immersion in the game?

If it reached a smooth-to-play point, I'd be willing to try it out for another couple games. That seems like it'd be a project, though. --Peter

Missile Combat:
After playing a ranged-combat character, I can say that it is a boring option when it's always in melee combat. It just takes too long to have an effect. Does anyone know where the rules on movement in combat time are?

I think you move yards equal to your Move per round? So I guess, ideally, you'd start aiming your ranged weapon when the approaching enemy will get into your best range just when you hit maximum dice. Not that this game gives you ideal situations much. --Peter