

The broad categories of changelings (Beasts, Darklings, Ogres, Fairest, etc.) are all still here. It's a perfect example of an idea that was deemed too simple, then overcomplicated till it just became a confusing morass.īut what about stuff that was open-ended that's been codified in ways that hurt the game, since I mentioned that, too? Well, another thing that's changed is the Seemings themselves. A nice idea in theory, but one which is so soft that it feels almost pointless because it leaves the players to do all the heavy lifting on their own with only a bit of guidance. Not only that, but it enfolded the Virtue and Vice system from the previous edition, allowing players to (at least in part) custom make their own Clarity, what they draw strength from, and what triggers affect them. The new edition treats Clarity checks as a mental attack, with a huge list of complications and modifiers that made my head spin just trying to figure out what it was trying to say. That said, Clarity has become an absolute mess. While a lot of folks hate that Clarity was just a list of Thou Shalt Nots in terms of actions that forced you to roll, I'd argue that if any game will accept an arbitrary system of rules that characters have to follow even if they disagree with them, it should be those bound to the fey.
