Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
The Gates of Krystalia Demo is the quick-start for the Gates of Krystalia TTJRPG, the roleplaying game based on Japanese anime and isekai stories. ‘Isekai’, meaning ‘other world’ is a subgenre of anime, manga, and fantasy in which the protagonist is suddenly transported, summoned, or reincarnated into a completely different, often magical universe.
It is a one-hundred-and-two page, 22.76 MB full colour PDF.
The writing style is that of a narrator giving game play advice in a computer RPG.
Unfortunately, The Gates of Krystalia Demo does not come with a ready-to-play scenario. The demo does come with some a handful of enemies which can be used as a part of the scenario that the ‘Deux’—as the Game Master is known in The Gates of Krystalia—would need to write.
What else do you need to play?
The Gates of Krystalia Demo needs what it calls a ‘French’ set of cards per player as well as the Deux. This is effectively a standard deck of play cards with the Jokers removed.
In Gates of Krystalia, the Heroes can be Humans, Dark Elves, Dwarves, Kemonomimi, Oni, Astralis, Demons, Elves, Kobolds, or Orcs. Potential Classes include Tamer, Berserker, Healer, Mage, Priest, Assassin, Knight, Engineer, Ninja, or Shaman. The Gates of Krystalia Demo details just three Races and four Classes. The Races are Humans, Elves, and the fox-like Kemonomimi, whilst the Classes are Berserker, Knight, Mage, and Ninja. Each Race provides adjustments to a Hero’s Abilities, two innate abilities, whilst the Class determines the Hero’s combat style and specialisations. A Hero has a Rank, from Heroic to Legendary, which will provide further bonuses. One of these, ‘Origin From Another World’, grants a bonus to an Ability and an Innate Ability is in keeping with the isekai subgenre.
How is a Hero defined?
Each player also has a Vital Energy deck. This the standard deck of playing cards (with the Jokers removed) which represents the Hero’s physical and mental resources. Its cards are consumed when performing tasks or in combat, and from suffering damage. If the Vital Energy deck is exhausted, the Player Character collapses unconscious and if not healed quickly enough in combat, he can die. Sleep and some Combat Techniques can refill the Vital Energy deck.
The card drawn from the Vital Energy deck in either case is discarded.
Armour will stop some Base Damage, but better armour will also block conditions as well. When damage is suffered, cards are discarded from the Vital Energy deck.
Overall, the combat rules give each player tactical control and options in every fight without having to rely on the randomness of dice, but instead trying to get the very best of of his Strategy Cards. Working out if the effects of a Combat Technique and if a combo can be put together is not immediately easy and will initially slow play a fair bit. It may well be better if the cards are played openly initially until the players have a good idea of how combat works and how their Heroes’ Combat Techniques work.
What of the Gates of Krystalia?
Yes. The Gates of Krystalia Demo is not a quick-start or demonstration of the full roleplaying game in the traditional sense. There are no sample Heroes and no ready-to-play scenario. It is better described as a showcase that provides the Deux and her Heroes with a taste of the roleplaying game rather than providing them with anything to play.
Is it easy to prepare?
No. The Gates of Krystalia Demo does not have content that can be prepared quickly or easily. The Deux will need to write a scenario and the players create Heroes.
Is it worth it?
Yes. That though, is a qualified ‘Yes’. The Gates of Krystalia Demo does give the reader a good feel for the rules, especially the tactical nature of the combat rules, but the setting description is light and whilst there is content enough that a Deux could run a session or two using the Gates of Krystalia Demo, it will take effort upon the part of Deux to develop it into something playable.s

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