Summary: Constructs of Azazael is an high magic adventure, where players use unrestricted magical powers to find and defeat a being bent on slaughter and destruction.Roses: This game as a very interesting setting. A lot of care was spent in creating it, and I am definitely interested in seeing more stories told in this world. I suppose it's particularly interesting because of the implication that magic allows a "primitive" people to have a modern lifestyle. Instantaneous communication, effortless artsmanship, automatons... it paints a very interesting picture of a golden age. I'd be very interested to see how this world's magic could make their society and technology even more advanced than ours.
Density: Considering how much I'm thinking about the world, I'm amazed that Kyle fits in such a rich description in such a small space.
Ingredients: He makes strong use of the ingredients, I don't have any useful commentary about this.
Points of Improvement: You spend a fair amount of text defining a game system to use for playing the game. I'm not sure this game really NEEDS its own system. I think people prefer to use their favorite systems anyway, so I can see this game's future is more of system-neutral story module than a game of its own. Of course I'll be the first person to admit that I am biased against learning new game systems, so take that advice with a grain of salt.
Final Thoughts: I think Constructs of Azazael's strengths lie in the author's ability to really convey a rich world in limited space. the world is fascinating and rich. I'm very interested to explore the stories that can be told when players can shape change at will. I'm glad the author intends to expand on the world he's made.
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