The game is challenging for me and the players: We are novices to the game, and Sorcerer demands much of everyone at the table. We've got an understanding of the basic roll mechanic, and now we are trying to get a firm handle on the abilities of the demons and various subtleties of the game.
I continue to enjoy the way that the game gets the players and GM to forge their own narratives at the table. Each character has a Kicker, which sets their stories in motion, but not one has a clear sense of exactly where the stories will go and where we are going to end up. The experience of this game is unique and distinctive: It certainly draws upon role-playing ideas which are familiar, but it is encouraging a story that is remarkably freed from baggage and preconceptions. I think everyone at my table is into the sense that we are not trying to follow any preset plan, but are trying to float some interesting ideas and develop them in a rather improvisational manner.
Perhaps not coincidental, I've also started up a sequence of sessions with James V. West's groundbreaking game The Pool which also offers up a format that is wide open in terms of the types of stories and characters you bring to the table. More on that mini-project to follow . . .
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