When I first read the rulebook, I loved that the art gave off a strong Yellow Submarine animated movie vibe. But I did wonder how that would translate to the table.
When I finally played it (over Zoom for a one-shot with an experienced GM) the impression I had was that this was a magical world where anything could happen. Other fantasy RPGs give an impression of how sessions would play out, even if the solutions to the problems are so open-ended. In Troika! I had no idea and it was exciting.
One thing that I really liked in play that I didn't give a second thought to when reading the rules is the Luck system. Luck is a stat, and it diminishes every time that you use it, but it offers a mechanical excuse for good luck, even when the adventure would seem to call for danger.
Great stuff!
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