Rating: [ 6.75 / 10.00 ]
Game Info
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![]() | Game Summary | [ Edit Main Info ] |
Ron Edward's Sorcerer - An Intense Role-playing Game is one of the early narrative systems. The game focuses on the premise "What will you do for power" by exploring the relationship between driven player characters and the source of their powers, "demons", which can be literal or metaphorical.
The game employs a dice pool system for resolution with the emphasis being on description and moving the story forward. At the center of the game are the Humanity mechanics which detail the character's hold on their humanity and the game grapples with the loss (and gain) of humanity as the central element of the game.
The game employs a dice pool system for resolution with the emphasis being on description and moving the story forward. At the center of the game are the Humanity mechanics which detail the character's hold on their humanity and the game grapples with the loss (and gain) of humanity as the central element of the game.
Notes on This Edition
This is the hardback version. Earlier versions were distributed as pdf or doc files.Game Editions | [ Add Edition | Edit Edition ] |
Selected RPGnet Reviews | [ See 6 Reviews | Link 1 Possible Reviews ] |
| Rating | User | Summary |
| 3 + 3 | Paul Franklin | Sorcerer RPG: The Apprentice Version. No summary available for this older review. [ Read Review ] |
| 5 + 5 | Jeffrey Straszheim | Sorcerer. A sorcerer is arrogant. He bargains away his very humanity,
transgresses the most fundamental laws, and for what? Wealth? Fame?
Power? Even for Love? Can he control what he has unleashed? Can he
be redeemed? [ Read Review ] |
Selected User Comments | [ See 45 Ratings | See 14 Comments | Add Rating ] |
| Rating | User | Comments |
| 7 / 10 | Skiorht | Provocative, abrasive and full of good ideas. The game system is a very good one, though the complications in combat rules are unnecessary. Only comes fully into its own with the supplements. |
| 8 / 10 | Gregor Hutton | This is probably a "7 - Good" game but I put it up to 8 as its writing style is a love/hate thing. I think it's clear and direct and, if understood in terms of where gaming was when it was written, it's revolutionary. A game centres purposely around the players and their characters, where the onus is on the player not the GM to make the game. The GM is openly an antagonist and prompts the players to make moral choices as a player. Bold. |
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