Haven't gotten FIST to the table yet, so grain of salt, but from a first read:
FIST is absolutely chock-full of playful, outrageous, and almost incomparably gameable content. The rules are simple and flexible (FIST takes a rulings-over-rules approach, and characters are created in a handful of dice rolls out of traits that bundle powers, stats, and items together for ease-of-creation), and the writing is clear and conversational. Stylish, highly readable layout makes this a breeze to read and wrap your head around.
I initially slept on FIST because I thought the cover suggested it might be a bland, establishmentarian Operators-gonna-Operate game in the jingoistic flavor of an Ubisoft Ghost Recon game. HOW WRONG I WAS! Instead, the game is about a bunch of real weirdos, desperate cogs in a big stupid military-industrial machine, carrying out absurd and dangerous missions amid wildly paranormal circumstances.The presentation is fresh, eccentric, and self-aware. The resulting game practically begs to be played.
FIST reminds me of childhood games of make-believe in the best way possible. It frames a setting and characters ripe for creativity and play to a degree I haven't often seen in ttrpgs, or games in general. Cries out for a long evening and a table full of friends.
Very, very excited to get this running at some point.
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