A24's The Green Knight boxed RPG set
#rpgreview
[I am re-printing this from my MeWe timeline]
After having read the core adventure of The Green Knight, I wonder if I will enjoy the movie as much as I had hoped.
Not only are the choices and rules structure constructed to disadvantage PCs, with automatic Dishonour resulting from mandatory encounters, but the boss fight outcomes are ... ideologically-loaded propositions which do not seem to permit continued play with the same characters. The three 'scenario outlines' after the conclusion are not only allusions/overt advertisements/in-jokes regarding other A24 movies, but I can't imagine they will produce [them] as future products.
Mechanically, I think there is a good deal of merit to the structure of the TGK, and the Classes' abilities definitely play well into the conceit of the Honour/Dishonour system -- that's all good, but the scenarios' H/D ratings are definitely questionable by my outlook, and may brand me as more of a misanthrope than I would like to imagine. These encounters' metrics would be hard-pressed to win general accord, especially from the more aggressive OSR crowd. I briefly thought of codifying them in one place for a 'rules compendium' document, but am waffling on the idea for the reason I have stated above.
So, what is my current analysis of A24's The Green Knight?
It is a playable, expandable, marketing gimmick likely created just as merch with no plans to support, and yet it is playable, expandable, and is worthy of attention.
Plus, the box construction with the insert is the new standard IMO, and the d20 (and you know i don't like d20s) is gorgeous.
Perhaps expansion articles to precede a contemporary Clone so that its strengths can be maximised while liberating it from the narrative philosophy of the movie are necessary.
[][][*][/][] 3.5 Stars of 5
P.S. I am more likely than not to collect the H/D ratings from the essential mini-campaign, so that some work can be done on this otherwise fine system.
No comments:
Post a Comment