![]() Unlike other games there is no traditional character sheet - just a sheet of equipment in the course of the game by attempting actions they may be provided skill cards as the discover who they are. Another unusual aspect of the game at the time is that all PCs start with a high degree of amnesia. In 2019 this is hardly unusual in 1985 it was seriously innovative. Each adventure is explicitly described as a being like a script for a play, and broken up into acts and scenes. As mentioned there are four adventures ('The Sandman Comes', 'Prophet of Darkness', 'A Feast for the Eyes', and 'The Map of Halaal'). The Adventure Book is the meat and potatoes of the game. Not so strange in contemporary game design, seriously unusual back then. Note there is no attributes either just skills. These can be used to buy or upgrade Skills. There is even Award Points, given out at the end of each session. ![]() There's tactical time (5 seconds) for fights and chases, there's rolled initiative, there are wounds and of different types (critical, heavy, medium, light, scratch), which are also used for Q-chance skills. There is a quality of success (Q-chance), based on how successful the chance roll was. There is percentile chances of success ("standard" and "reduced" determined by die rolls with modifiers. The first rule is a statement than game fun has priority over the rules.Įxplicitly stated, there's a Storyteller (for the GM), there are player characters, and there are non-player characters. Each rule is a couple of paragraphs, and there's 29 of them. ![]() But let's start with all the traditional RPG components that exist in Sandman, which are pretty much all contained in the 8-page Introduction to the game. The opening lines of the introduction: "If you've ever played role-playing games before, you'll soon discover this one is very different." They're not kidding. The box is also emblazoned "Instant Adventure". The writing is informal but clear, and consistently friendly. The text is two-column justified with a serif font with an additional middle-column for the well-executed contextual line artwork of characters and items. The content is well-organised, albeit with minimal contents, no index, and with some clarity in the Adventure Book of page number and section. The cover and book artwork is colourful and exotic, indicating a range of scenes that will appear. The boxed set of Pacesetter's Sandman: Map of Halal is packed with material a 64 page book of four single-session adventures, a GM screen, an introduction to the game, dice, cards, and a 32p book of props (maps, illustrations, players information). So let's start with something a little strange Goodness, has it really been a year since I've reviewed something here? My apologies, rpg.net had slipped completely off my radar. ![]()
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