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(1 edit) (+3)

First of all, the writing is a pleasure to read through. You do have to jump back and forth to look up the moves you need, but thanks to detailed bookmarking and the layout where each topic takes up a single page or half a page, it's easy.

The game is very player-facing, and the setting plus handouts provided along with it allow to run it with little preparation. However, there is a lot of detail, historical references for the curious, and it even lists The Diviners by Libba Bray among recommended reading in Thematic Fiction category, which made me very happy. 

I love how historical parallels are offered to help contextualise the fantastical themes, and the inclusion of Archetypes for potential journalistic investigation plots - you can follow the ones given as examples, or use one of them to create your own stories, or just roll a d6 to choose one at the start. There's a lot of little nuggets of advice for both players and GMs to work with.

From a more personal and less reviewer-like point of view, it feels almost like a perfect game for when you want a non-violent investigation game, but still want to cover serious topics and also don't want to deal with Sanity mechanics - this is an amazing alternative to any of Lovecraftian investigarion engines. You track your reporter's Troubles and Credibility, which is a metacurrency as well as a personal rating, and it's use always has to be integrated in actual roleplay. 

10 out of 10, managed to track down the one print copy that was somehow on sale, and will be using this a lot.