Has anyone else tried out Slayers? It’s not exactly in our usual wheelhouse, but when I saw it getting a lot of buzz around the Ennies I decided to give a shot, so I booked an online session of it, but I ended up running it for two additional groups - my face-to-face group when we had a scheduling hiccup, and an online group in-between campaigns.
The rpg is an abstract tactical combat game, it kind of reminds me of like a lighter D&D 4e or a Strike or something like that. One of the big premises of the game is that all of the classes are asymmetric - so the fighter-equivalent plays very differently than the wizard-equivalent. There are four classes in the book - the Blade which is a combo & stance oriented melee combatant, the Gunslinger which is a ranged damage dealer carving runes into their gun, an Arcanist who casts magic and gambles with corruption, and a Tactician who gets a pool of dice to swap out player character and monster rolls. Very cool on paper.
I ran the exact same “adventure” three times, although I fiddled with it each session. The game does not have a combat balance mechanism. I found this to be a little jarring because the game is so heavily combat-as-sport. It became pretty difficult to judge what a party would breeze through and what would almost take them out.
All the monsters are very 4e-ish - usually having about 1-3 moves, sometimes reactions and on-going effects. I found this to be very difficult to keep track of. A leader would boost minions, minions would have an ongoing effect if players were close, the leader would command other minions when one died, some minions would get an auto-attack when they go to 1hp, etc.
Even reading the game I could kind of tell it wasn’t for me, but I was excited at the prospect of trying out yet a new game that was getting a lot of hyped, but honestly I was pretty disappointed. And not from a “this isn’t my kind of game” aspect, but like the game seems unfinished.
There are references to buying stuff, but there’s no equipment in the game. There’s also references to using items despite this. I tried adding in-arena items to counter this, but I could never make using a device or throwing a vase to be more compelling than the PC’s class moves. There’s also a weird issue with healing - the game says you heal fully after rest, but the Arcanist potentially has a healing spell. The downside to the Arcanist casting spells is they increase corruption… but they have a quick move to burn off corruption. This is a problem I see in a lot of these games that constrain most of the verbs to in-combat… it makes it seem like this super obvious “trick” hasn’t been thought through.
Oh and in all but one of the sessions we had a player using every class - except one. And in that one session the party essentially TPK’d and really suffered without the missing class (Tactician), so much so I think that suspicious support class may be a required take.
Anyway, that’s just my thoughts. I’m happy to go into further details in each of the sessions, but I wanted to know if other tried this game and had a different experience than I did.