So, Sinless is pretty good.
You never quite know with a game, how it's going to turn out. Sinless has a lot of moving parts.
But people are playing this (a lot), and it is a simple, modern, modular design that allows for trad and classic playstyles with a concrete mathematical foundation for handling money, prices, owning and taking over territory. It isn't necessary, you can simply use the three actions during 'downtime' (or the sector turn) to handle character level things and never engage in the downtime system.
But it's pretty well integrated. The operations on the operation generator come with factions and backgrounds that integrate with the downtime phase, resulting in a robust system for managing emergent sandbox gameplay.
That's. . . a lot of buzzwords. It's accurate, but poorly communicated. Here, let me explain in pictures.
This is the job information for the players. They use their skills to find out what etiquette, brand, and individual is hiring.
Here is the operational background.
Of course, "Shen" and "Zenith" are corporate factions. They have locations in the sectors.
It grounds the mission in personal drama.
Also: the operational generator makes it super easy to manage runs. This is a sinless statblock:
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The number is how many 1d6 you roll. |
Compare this to a Statblock from other cyberpunk/cybersorcery games:
You may wonder "Why is the Sinless statblock so simple?"
It's simple because it's what you need to run the game and nothing more. It has what I need to run the game. This may not be appealing to everyone, but I run two games a week, and find this helpful.
Hack & Slash
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