A lot of Kerberos Club is the detailing of a Victorian world with supers, which would not be useful, I would imagine, in detailing what looks like a fictional world (obviously I do not know the Witchfire Trilogy). The most useful aspect is how Kerberos Club details skills.
In most systems there are either a fixed set of skills (Wild Talents) or skills that expand and expand becoming quite the book-keeping affair (Burning Wheel), at least as set out by the rules. In these systems there is always the potential that the points spent, while creating playable characters, fall short of how one would describe a character (let alone a real world person), and thus make it difficult to morph onto other worlds. Kerberos changes this by allowing for skills that are very general (professions, upbringing) and for skills that are very specific (firing a pistols, or even firing a Colt .45 Navy). When it comes time to resolving an action you combine all skill dice that are appropriate (there are some rules as to which skills can be applied to what types of actions - the "firing a pistol" skill is not useful in selling a pistol) and resolve.
The main criticisms would be that you can spend a while arguing about how Basket-Weaving can or cannot be useful in scaling the side of the Eiffel Tower, and that once you have allowed Basket-Weaving to combine with Mountaineering and Rope-Handling this results in 20 dice (an exaggeration for certain but illustrative).
Personally, I think it is fantastic and gives great control for the players over character creation and action resolution - though discuss the house rules about any limits you might want to enforce - better above board than whining players later.
Is the book worth the price for these rules? Yes, however, we are talking about 30 odd pages out of reasonably large book (200 or so?). But then I enjoy the mechanics as much as the settings.
c
On Sun, May 8, 2011 at 10:01 PM, James Beggs <morfedel@gmail.com> wrote:
Ok. I was debating on converting the Witchfire Trilogy to either Strands of Fate or ORE, to run for a personal game, and since I didn't own Kerberos Club, I wondered if it would offer anything that would make that effort any easier?JamesOn Sun, May 8, 2011 at 7:47 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
<< With WT:EE and Kerberos Club, can I run other, generic steampunk style games, like perhaps Witchfire / Iron Kingdoms? >>You'll need to adapt the magic, monsters and steamjacks. But the other stuff should port over easily. As an Iron Kingdoms fan I would love to see it.--
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Shane Ivey
Arc Dream Publishing
www.arcdream.com
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