WhtKnt says:
Vicky, what is controversial about it? I hadn't heard.
Keep in mind that these are second-hand retellings of the explanations of those who have played, but I've seen players, especially veteran fans, complain about the design choices, with some approximate complaints (that I remember) being:
- The strain of needing to come up with Opportunities.
- Some scene types becoming too formulaic, especially with the combat being relatively 'flat'.
- Combat schools being worth much more than their cost would indicate (when compared to non-school ways of improving combat).
- An indecisiveness between direct-narrative-control design and classical character-centric-control design or something like that.
- Some complaints about the dice mechanics that I don't fully understand.
- Complaints about the pacing and convoluted plot enforced by the player-chosen mandatory story steps (and that if you
don't follow those, parts of the system stop working, so it's not a solution).
Things that bothered me when I read parts of the game:
- Magic seems overhyped for what it does in terms of actual abilities, and not worth the trouble/price (the setting premise is fine without magic, it's just that the said vs. shown impact of magic is wildly mismatched).
- The War of the Cross seems to be of such importance for half of Théah, but there's very little information about it, so it only lets PCs sigh vaguely at past events without letting them have a meaningful and knowable/'informed' impact on their present.
- The game seems not entirely coherent about the kinds of PCs it wants to have. On one hand it seems to advertise pirates and Milady de Winter as concepts, on the other it seems to intend even milder 'dark side' stuff to cause eventual loss of your PC.