![]() Rather than being tied to a particular setting or world this Suzerain seems to be trying to pass itself off as a generic system with specific world books, though there are hints of the New Age mysticism and multiversal aspects in the fiction snippets and illustration explanations throughout the book. The Suzerain rulebook is a slim fifty pages of very pretty plate artwork and a lot of apparent coffee spillage. I wanted to make sure I was pushing that aside and coming back at it anew. Anyway, that’s why it’s taken me so long to get back around to this review. Putting all that aside has been really difficult in coming to review THIS Suzerain, which appears to be a different animal to its predecessor, though it shares some of the boons and follies of the older version. Digging around in my brain I seem to recall having used the phrase ‘RIFTS for ponces’, which is pretty derisive really, especially when you consider that I don’t rate Palladium much anyway. Coming to review this game I was weighed down heavily with what I dimly remembered of that long forgotten session – muddy rules, a rather ornate and baroque game background – something about incarnating in various realities – and boredom, mostly boredom, and the GM at the time wasn’t someone noted for running boring games, indeed if there was any complaint to be had it was that his games were too high octane. It’s less times than we played Macho Women With Guns for the love of fate. That’s a pretty damning thing when you consider how obsessively my old group used to play RPGs.
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