 The guidelines for setting creation are relatively short and suggest discussing things like whether there is magic and how silly the game is, which seem like much less significant worries than, like, what the heck is the game about. Additionally, having characters defined primarily by their location (City, Ruins, or Border) denies the opportunity for characters that cross boundaries and therefore begin the game in tension, which seems like a wasted opportunity. What if you are City member who's discovered how corrupt and decadent the City is? What if you are a Borderlander who's secretly a Ruins sympathizer? More critically than these other complaints, which are small, easily fixed issues, is the general lack of direction in framing scenes or creating narrative content of any kind. Having read the game, I'm still not sure what I'm supposed to do with it. Additionally, similar to Nowhere Road (00), it doesn't provide very clear guidelines for knowing when you should reach for the conflict resolution rules or what that even means. In GMless games this is a critical issue, since you're sharing responsibility for invoking mechanics, making a shared understanding of the basic principles critical.  The guidelines for setting creation are relatively short and suggest discussing things like whether there is magic and how silly the game is, which seem like much less significant worries than, like, what the heck is the game about. Additionally, having characters defined primarily by their location (City, Ruins, or Border) denies the opportunity for characters that cross boundaries and therefore begin the game in tension, which seems like a wasted opportunity. What if you are City member who's discovered how corrupt and decadent the City is? What if you are a Borderlander who's secretly a Ruins sympathizer? More critically than these other complaints, which are small, easily fixed issues, is the general lack of direction in framing scenes or creating narrative content of any kind. Having read the game, I'm still not sure what I'm supposed to do with it. Additionally, similar to Nowhere Road (00), it doesn't provide very clear guidelines for knowing when you should reach for the conflict resolution rules or what that even means. In GMless games this is a critical issue, since you're sharing responsibility for invoking mechanics, making a shared understanding of the basic principles critical. 