a lot of pbta, mine included, misses pbta's greatest strength: being able to inject setting, theme, and flavor through each and every line of rules. seven deadly sirens nails this perfectly. there isn't a single rule or piece of jargon that isn't driving the premise home. (my fav thing in an rpg)
clever with how it centers bonuses instead of penalties w/r/t the sins, which from a default design perspective are maybe easier to conceive of as negatives, e.g. so instead of impeding this or that, high sloth actually aids healing. sin descriptions are thoughtful and evocative in each instance.
scenes and potential hooks immediately fill my head when i read through the basic moves and playbook moves, again a mark of great pbta writing
each playbook has at least one move which changes the scene or changes the fiction, but there are lots of moves which add simple bonuses to certain rolls. imo, moves which impart bonuses are a little boring in pbta - they're perhaps mechanically necessary, but they don't fire up the imagination of the player who selects them on advancement, they don't place the seed of a future scenario in the player's mind which they would want to work towards (a move such as lightning storm or siren song does exactly this). this takes some of the exciting momentum out of advancement i think. but this is just a design choice and a common maybe necessary one in pbta
anyway like any good rpg it makes me want to run/play a kidn of game i never knew i wanted to in the first place
I love the variety of "mermaids" the playbooks in this game display! Very well done!