Adept said:
Yeah. More the opposite. Robin bugs me a bit because of his "lowest common denominator" style. The man seems to think TV is the greatest ever source of inspiration for roleplaying and gamemastering.
But you sure can't fault him on overintellectualizing the stuff...
I've been totally underwhelmed by Rob Laws game mechanics design. While they look interesting on paper, they are too abstract and wind up detracting from actually playing the game.
Hero Wars is the worst example -- it was essentially boiled down to abstract skill vs. abstract skill.
Some Monster
Defeat Hero Skill 2W2
Some PC
Complete Quest Skill 2W10
Some River
Impede Quests Skill 19
GM: Okay, Some Monster is ahead on on the road blocking your progress.
PC: Hrm... since I'm on a quest, I will use my Complete Quest skill to overcome this obstacle.
GM: Sounds reasonable -- since this is actually a side-quest, not the main quest, you will have a -5 penalty to your skill.
roll dice
GM: Okay, you are able displose of the monster, but now you come to a raging river. What do you do?
PC: Hrm... since I'm on a quest, I will use my Complete Quest skill to overcome this obstacle.
GM: Good idea. Uh oh, this river has the skill Impede Quest, so we will need an extended contest.
roll lots of dice
GM: Okay, you come to the tower where the chieftan's daughter is being held, but the door is locked.
PC: Hrm... since I'm on a quest, I will use my Complete Quest skill to overcome this obstacle.
etc.
Now, to Rob Law's credit, I think the World of Shadowfist (i.e. Feng Shui) was well done for background material.