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Early review thoughts: This is based on an initial read-through and some very light playtesting.

This is a thoughtful take on Forged in the Dark genre-less style gaming for the solo player. I've played Scum and Villany (and read Blades in the Dark) solo and while it works remarkable well "out of the box" there are some challenges that can be difficult to hack around with the assumptions built into those two games. The Crew (Blades) or Ship (Scum) "playbooks" are mechanically intertwined in the game - they add flavor for sure but they also will really hamper your efforts as a solo player if you don't leverage and honor the mechanics that are embedded into the systems in on those playbooks. If you want to hack them (alter the setting, try new genres, etc) it can take some work to untangle the effects of the Crew/Ship sheets on the game. What Cezar has done is give you a clean base to start from for your solo game. If you are playing a game where you still have a fictional crew, party, or team working together then you can slowly add back on the pieces you need for your game - if you are not using these component Cezar has saved you a world of time spent hacking/editing that you can instead spend playing! I always believe that starting light and through play, building up your game/table specific modifications is a much smarter way to go that to start with something else and have to strip away what is not needed.

Very insightful review! That's exactly the philosophy I followed while designing it. Thanks and enjoy your games!