Thanks for the responses everyone. I
have read all of them. If I've not responded below, it's because it seems relatively straight forward, and not because I'm ignoring you.
Powers and stunts from OW are a bit suspect.
Is OW just a case of putting fluff before balance?
I wish I knew how stress worked when I started. We screwed that up so badly our first couple games. I'm sure the GM just didn't read it clearly, but wow.
Stress seems a bit weird to me.
As I'm understanding it, there are lots of occasions where you're "wasting" damage, so to speak. If someone's 1 and 2 boxes are already ticked off, a two damage hit isn't any more effective than a one point hit. Am I right on this? It's not exactly intuitive for someone coming from other systems, but it's certainly got it's advantages - It feels like it's going to be
much rarer for a big-bad to take a great-axe to the face without flinching, only to die because he stubbed his toe, for example. And when it does happen, it's far easier to justify thanks to the consequence system.
Overall, it seems that the stress system makes manoeuvres really useful, whether buffing yourself/allies, or debuffing your opponent, to set up for the big hits that'll force consequences (And thus, versus mooks, end the fight), rather than trying to bee-sting them to death.
Crafting can break the game into tiny little pieces. If anybody in your group decides to make a character whose only powers are Ritual (Crafting) and Refinement (Lots of Enchanted Item Slots), be very careful.
Hah. I had actually intended to add in a crafter-NPC, because I wanted a magical presence, but wanted a lower power than a wizard, and didn't want to have to worry about too much magic on the fly at the beginning. If he ends up as a villain, I'll make sure not to make him too powerful.
1) The Orbius spell does not exist.
"Well, what's this entry in Rote Spells the--"
"Nope. Does not exist."
What is it about Orbius in particular that makes it so eraser-worthy? Is it the effect or the power level?
Also, it seems to me that the example spells seem to take it for granted that when you're creating the spell, you're choosing how the target defends (Defending with Might against "Ground Stomp" and the suggested variant of "Orbius"). That seems obscenely broken if someone's got a sadistic streak and a decent imagination. "This spell summons an Outsider who insists you dance for them. Defend with Performance, or take a massive hit".
Now, obviously it requires GM/collaborative control, but I dislike the idea of saying that you can't require certain skills for defence purely because they're less commonly taken. It seems arbitrary, and just outright weird in a system so flexible. Besides, I don't remember any other references to this earlier in the book. Did I just miss them?
2) Definately do group character/city generation. It's super helpful for both getting great story hooks and making sure everyone at the table has the same idea about tone and theme for the game.
For sure. This seems like such a huge part of the game.
Its also amazing how easily the city came together. The themes and factions basically wrote themselves.