 I'm going to combine these two comment categories here, because they ran together in my response. The system has a couple of clever ideas here. The dice mechanic is neat, in the way that d00s and d00s generate automatic successes with their tens digit and still give you a roll result with the ones digit. On the whole though, I'm not sure what to make of it. Even with the craziness of the premise, the rules don't offer very much that convinces me that I'm better off using these rules than Fudge, d00, Fate, or TSOY, all of which provide more structure for fighting and adventuring in a cross-genre environment. In truth, the game reminds me the most, thematically speaking, of Mythender, in terms of being a sandbox - though with no really rules for anything other than fighting a bunch of dudes leading up to a mega final battle, which makes me wonder why you would do anything except fight dudes - but Mythender at least offers a set of mechanics that make the battles themselves fairly compelling. Along those lines, the unfinished classic Scarlet Wake is also a bit similar, I suppose. There is definitely a way to string a bunch of random fights together and make them really work, but I don't really see that happening here. The fight mechanics aren't particularly interesting and there's nothing else to do that takes their place. So either I just don't get it or this game isn't really driving hard at a particular purpose. Is it about the fights? Then the fight mechanics need to be more interesting. Is it about beating Death? Then we need interesting rules for that. Is it about doing things in the Last City? Then we need interesting rules for that.  I'm going to combine these two comment categories here, because they ran together in my response. The system has a couple of clever ideas here. The dice mechanic is neat, in the way that d00s and d00s generate automatic successes with their tens digit and still give you a roll result with the ones digit. On the whole though, I'm not sure what to make of it. Even with the craziness of the premise, the rules don't offer very much that convinces me that I'm better off using these rules than Fudge, d00, Fate, or TSOY, all of which provide more structure for fighting and adventuring in a cross-genre environment. In truth, the game reminds me the most, thematically speaking, of Mythender, in terms of being a sandbox - though with no really rules for anything other than fighting a bunch of dudes leading up to a mega final battle, which makes me wonder why you would do anything except fight dudes - but Mythender at least offers a set of mechanics that make the battles themselves fairly compelling. Along those lines, the unfinished classic Scarlet Wake is also a bit similar, I suppose. There is definitely a way to string a bunch of random fights together and make them really work, but I don't really see that happening here. The fight mechanics aren't particularly interesting and there's nothing else to do that takes their place. So either I just don't get it or this game isn't really driving hard at a particular purpose. Is it about the fights? Then the fight mechanics need to be more interesting. Is it about beating Death? Then we need interesting rules for that. Is it about doing things in the Last City? Then we need interesting rules for that. 