City of Mist Role-playing Game Core Book Book Review
To all the sleepers in the City, that nasty storm that cropped upward out of nowhere and thrashed the docks was little more than something to scratch your head at and say "huh, weird." Only for those who tin really see the City for what it is, they know there's almost ever much more at play, much more than than meets the eye.
In City of Mist, players take on the roles of Rifts, citizens of the City who are awakened to the reality of the world, and who take a foot in both the world of the boilerplate and a world much more mythical. Along with a game master, or Master of Ceremonies, each player's Rift has a Logos (an ordinary life) and a Mythos, a legend living inside of them. King Arthur, Cinderella, Babe the Big Blue Ox, Poseiden… ane of these legends (or one of millions more than) could be living within your character, and how their legends and powers manifest, and what y'all practice with those powers in a urban center full of other people merely like y'all, is what City of Mist is all about.
Having a Mythoi inside you means a few things: y'all're awakened to the reality of the world effectually you, y'all take certain powers and special abilities that make you incredibly unique, and, most importantly, you ask a lot of questions. And while this game can be played with PC's taking the roles of investigators seeking out the weird ala Phone call of Cthulhu, that'south non really the be-all, end-all vibe of the game. You could exist a curious kid with the Mythoi of a leprechaun within you (which would explicate your penchant for ever finding money when you need information technology), or you could be a used motorcar salesman with the Mythoi of Cupid (which would explain why everyone seems to be falling in dearest around you, but not with yous). Regardless of who you are, what you practice, and what your Mythoi is, yous're always going to have questions well-nigh the wider world around y'all, and that's where the collaborative, storytelling-first nature of Metropolis of Mist comes into play.
When y'all create your character, along with figuring out who they are and their Mythoi, you too choose four "Themes" that assist flesh out and draw your character. These themes are broken up between powerful, magical Mythos themes and more than mundane, everyday life Logos themes. A character with 1 Mythos theme and three Logos themes has only just begun to go far touch with their mythical side, whereas a character with three Mythos themes and one Logos is considered legendary. The Mythos themes are full general, and cover many different aspects and expressions within. Those themes include: Divination, Mobility, and Subversion, among others. As a quick example, a character who has a Mythoi of the Invisible Man would take Subversion equally a theme, every bit that covers invisibility. Logos themes, on the other hand, embrace the day-to-day life of your character, and include: a Defining Effect, Possessions important to your graphic symbol, and Training. A personal chef, regardless of their Mythoi, could accept Preparation in cooking as one of their themes. Once anybody's chosen their themes and expanded them with more specific tags, it's time to figure out why all the PC's are hanging out together.
When you play the game with a group, yous all concur from the kickoff to create a "Coiffure." Your characters don't have to all exist the same blazon of person, but they practice all demand some sort of an identity or a shared mystery that binds them all together. In this way, you'll know from session #i why everyone's in the room. In practice, this goes a long way to eschew the classic starting scenario hiccup of: "We all run into at the inn… why are nosotros adventuring together again?"
One time that'southward been established, the game really begins to hum. Players know the problem they're trying to solve, the MC knows how they want to prepare upward the obstacles the players will face, and then it's time to dip into scenes of action. Cinematic by its very nature, City of Mist prefers a cinematic approach to tabletop roleplaying. Yous driblet into the activity, figure out what y'all need to figure out (or get stumped) and motion on. And whether fighting a Kraken or trying to figure out where that drunk guy you lot've been tailing stumbled off to, PC's will use "Moves," augmented by their Themes and Tags, to endeavour to accomplish their goals.
The cadre moves are: Investigate, Convince, Face Danger, Hit With All Y'all've Got, Go Toe to Toe, Change the Game, Sneak Effectually, and Take the Risk. These evocative descriptions cover simply about anything a player graphic symbol could want to do in the game. They also make upwardly the core mechanic of the game, with players rolling 2d6 to endeavour to succeed. If they ringlet a 6 or lower, they fail. A 7, 8, or nine is a success that could cause complications, and a 10 or college is a swell success.
For review purposes, nosotros covered the Urban center of Mist cadre rulebook. This rulebook seems to have since been broken up into two smaller guides, theCity of Mist Thespian'due south Guide and theMaster of Ceremonies Toolkit. The game is too facilitated with the help of cards that collect the basic information needed for each graphic symbol, each coiffure, and more than. Those cards are also bachelor for sale in physical grade, though they're currently out of stock. Further more, Urban center of Mist also has a Starter Set and a big amount of supplemental PDF's going into great detail about sections of the Metropolis, graphic symbol options, example files the players can take on, and small-time villains. To cheque information technology all out for yourself, visit the official Metropolis of Mist site.
So now the big questions remain: Who are y'all? What are you doing in the Urban center of Mist? And what incredible fable hides within you lot?
The Bottom Line:
Metropolis of Mist takes an incredible idea and gives information technology player agency in its setting and gameplay. I actually like the way the real world and the magical world are sort of tethered to each other, and playing the game ways paying attention to both. You tin can't but go swinging Excalibur effectually all day, you've also got to make hire, and figure out what happened to that kidnapped kid, and call your mom for her birthday. If you like that sort of tension between the modernistic world and the mystical, then this game is admittedly going to hit the mark for you.
Go this game if:
-You're looking for a new storytelling-focused tabletop RPG
-Yous want to embody the spirit of a legend
-Yous like your magic set up in the modern globe
Avoid this game if:
-Y'all're looking for a more mechanically heavy game
-You want a more classic fantasy setting
-You'd rather focus on your personal story, rather than the story of the group
TechRaptor covered City of Mist with a copy provided past the publisher.
City of Mist offers up mythical powers in a grounded, modern noir-setting, with a focus on collaborative storytelling over difficult mechanics. Review Summary
Source: https://techraptor.net/tabletop/reviews/off-shelf-city-of-mist-rpg
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