Wyrm
Timezone
Reviews I've given (6)
Zero does a great job keeping the story moving without getting bogged down in unnecessary details or side tangents. The game feels very focused and concise, which means we consistently make a lot of meaningful progress every session. I appreciate that pacing, since it keeps things engaging and makes each session feel productive while still giving the story room to develop.
I was accepted to the game, asked a bunch of questions about the vibe and tone of the party so I could match it. Played one game where I spent 50% of the time waiting to join the party, and four days later was informed hat the rest of the players had changed their mind about adding a 5th player. Host did not refund the session.
While the party is great and there was some fantastic roleplay, it was limited to the 20% of the game that wasn't spent in combat (80% of gameplay is in initiative), plus the DM does hidden rolls. Combat speed is a B+, but the hidden rolls just leaves the combat feeling unfun, where you're just waiting for the DM to declare what the enemy attack roll was and how much damage you took, or that the enemy passed their save, etc. Getting critically hit just doesn't feel fun when you don't get to share in the excitement of the dice, and even if he's being 100% honest it will still feel like arbitrary declarations. So if you don't mind combat-heavy and hidden roll games, this is a great game.