My Review on Navathem’s End
The Game:
Attributes and Values:
The three attributes Blood, Crown and Will are great, with how they have skills attached to them in both role-playing and combat
For the Harm and Armor system, I can see inspiration from the Cyberpunk 2020 role-playing game, and I feel that Navathem improves on it further.
Dice System
I've seen the usage of d6's in their previous work, and I'm not opposed to it.
Being able to keep advantage tokens is pretty great, and resetting them at dawn is a nice balance.
EXP System:
I really like that EXP is gained from role-play rather than just from enemies, It really puts an emphasis on connecting with your character and the world to advance.
I like that progress is split into attributes, skills and veterancy. I mean looking at three bars going up is much better than one bar, plus there is more player expression through it, I can make a character that fully focuses on the veterancy gauge, which would be pretty fun to see.
Combat System:
I can’t fully review the combat system without experiencing it for myself, however my first impressions are that it seems very fun, with enemy tags bringing a different kind of difficulty, as opposed to the normal HP system most RPGs have.
The World
I really like the world-building here, no continent feels out of place and they are all very interesting
Once you find a place that you like, you become very invested in it, I am also happy that there are also given origins for these continents/places, it really brings out the hard work of the world builders here.
It’s really easy to envision what the world of Navathem looks like even without the illustrations, which is pretty great.
Character Creation:
Expression
I was able to create the character that I wanted, and that’s what matters to me the most.
Skills and Abilities
GM Systems:
Enemy Generation:
Tags make it very easy to create any enemy very quickly and I feel that this is very important. It also helps that the only things GM’s have to memorize for enemies is the difficulty and what tags they have.
Mission Making / Story:
As I was reading the Campaign seeds, my mind immediately started thinking of how I would use this story, so I really liked them.
Missions have a clear structure to them. even though Navathem is designed for long time play, it is very easy to create one-off stories thanks to Missions.
NPC Generation:
The Tower Building section really helps beyond what the tower needs, you could create non-tower NPCs based on tower NPC questions and no one would question it.
The Book
Arrangement: one thing that I didn’t really like but fully understood was that the tower building wasn’t connected to the character creation section. I can understand the reasoning for the placement. It’s just that I feel character creation would feel more streamlined without page jumping.
One of the major aspects of the book I appreciated were the script examples, they were very informative and fun to read.
Points for Appreciation:
Windback: I appreciate the Windback system as a means of ensuring that everyone has a fun time playing and as a course correct for GMs.
Emphasis on safe spaces: This is one of the first Tabletop role-playing games I've seen that puts player safety first, with how it reminds GM’s to talk with their players, and Windback being a great tool to reassess and improve. I say that this should be a standard in all games.
Recommendations:
A preferred music list: unsure if it’s allowed to be added to the book itself, but it would be nice to have a list of recommended themes to play while playing.
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