Top critical review
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Hit and Miss
on 18 May 2012
The RPG is relatively simple and with a strong tendency towards the zany. Its ethos is quick, funny action. That said, I can't see myself using challenger's rules over one of the more established RPGs like D&D or GURPS. And, unfortunately, there are quite a few typos and unintelligible turns of phrase.
HOWEVER, the real worth to reading this book is to get inspiration for your own adventures - whatever system you use - from the author's rich and hilarious imagination. I've never read a rules manual that has repeatedly made me laugh out loud before. The GM's guide should be COMPULSORY reading for any person trying to write their own adventure. It is better than any 'official' guide I've paid for, and I don't say that lightly.
The last section of the book is a full length novel set in a Terry Pratchett-esque world. The novel was one of the funniest I've ever read (and I've read a lot of Terry Pratchett/Robert Rankin/Douglas Adams), but so badly put together it was painful trying to get from one joke to the next. I can't help but wonder how great this book would be with a decent editor on board.
To sum up: a Five Star resource for any GM, but not a great role-playing system in itself.