- The game leaves the entire world building, adversities, and situations up to the game master. Despite this making the game much more open than more linear DND style games, it also makes the game’s fun entirely contingent on the game master’s creativity. I was automatically decided to be the game master (which is an honor), but I felt overwhelmed because I had no framework or idea from where to build off of. I would consider adding more context or foundations for game masters who may not be as improvisational.
- I had a lot of fun challenging myself to create an improvised story that featured character arcs, branching paths, and a world that I know little about. I was just as reliant on the enthusiasm of the players as I was on good storytelling.
- I wanted a greater idea of what I was guiding my players towards. Though the game master sheet provides a brief explanation of the overall themes and enemies that are not to be revealed until the end, it does little to help develop a story; it only provides a setting. Contrast this to the Honey Heist, where locations, adversities, and main antagonists were determined on a dice roll.
- I would add more relevance to the beasts that each character possesses, whether it be a deeper battle system or a way of distinguishing beasts from one another. Also, it is difficult to keep track of the traits each character has on top of the traits each creature has.
- I enjoy story-driven games that are up to the imagination of a player. While the mechanics and rules cold be refined, I believe that the game is a fun DND-style experience.
- Yes, I would play The Trial of Taming Spires again, though I’d like to make a character and not always be chosen to be game master.
