 There are a number of really cool ideas here. The pictographs and skin are terrific, though I think they could have been incorporated more centrally into the mechanics, instead of serving as merely a record of play. For example, they could have mapped out the boundaries (physical or whatever) of the conflict, which the players would then contest or explore. Or resolution could have involved trading pictographs back and forth in a way that was more interactive rather that just accumulative, with elements combining to create new pictographs. Overall, I was surprised and pleased by how much I liked the scene framing guidelines, though I would suggest getting rid of the term "PC," which has some unnecessary baggage. In a Wicked Age could offer some inspiration, I think, on how to handle reoccurring characters in a game without strict PCs. Plus, the rule about not killing major characters even if they lose a battle seems a bit too nice, perhaps, in a game about war. While I think the game could be made much stronger (see below) it mostly works as is due to the very limited scope. Players only have a few scenes to record the major events of the war, and the rules offer enough to get that far, but maybe not much further, at least right now.  There are a number of really cool ideas here. The pictographs and skin are terrific, though I think they could have been incorporated more centrally into the mechanics, instead of serving as merely a record of play. For example, they could have mapped out the boundaries (physical or whatever) of the conflict, which the players would then contest or explore. Or resolution could have involved trading pictographs back and forth in a way that was more interactive rather that just accumulative, with elements combining to create new pictographs. Overall, I was surprised and pleased by how much I liked the scene framing guidelines, though I would suggest getting rid of the term "PC," which has some unnecessary baggage. In a Wicked Age could offer some inspiration, I think, on how to handle reoccurring characters in a game without strict PCs. Plus, the rule about not killing major characters even if they lose a battle seems a bit too nice, perhaps, in a game about war. While I think the game could be made much stronger (see below) it mostly works as is due to the very limited scope. Players only have a few scenes to record the major events of the war, and the rules offer enough to get that far, but maybe not much further, at least right now. 