
[size=150]REIGN[/size]
RPG.net Review
Reign Homepage
Reign Wiki
Dice Used: d10s
System:
One Roll Engine (roll several d10s and look for sets)
As (sadly) with many systems the rules favour one-sided character creation [*], but as a plus-side in REIGN this was done for a reason:
You could either use your XP to get rid of your weaknesses, or you could increase the stats of your organisation (very expensive).
So characters who increase only their stats are not stronger per se (well a little bit maybe
) then other characters, but they have less weaknesses.
[*] The “to increase a high stat” : “to increase a low stat” ratio is the same at character creation, but favours the lower stats afterwards (like in the o/n WoD games).
Synopsis:
A fantasy system for Lords & Leaders with a “Anti-Tolkien” Fantasy Setting.
Pros:
Nice rules for organisations
On the Homepage, there is a lot of setting-material.
This was released under the “ransom method”. (I have written X-words for the setting. If I get Y-money, I would post it online to download for free for everyone.)
If your player character dies, you keep her organisation and you play her successor.
(t.m. You do not loose XP you have invested in your organisation, if your character dies.)
Cons:
The physics of this world:
The two continents are a giant man and a giant woman laying next to each other in the water (the sea).
So far so good - but the world has “Directional Gravity”.
t.m. at every!!! coast the sea rises in π/2 (90°) into the air!!!
(the sun & the moon are fixed in the sky, but that did not hurt as much)
-> so we kinda skipped that thing 
Maybe if the setting had been more weird - like Numenera or Planescape or Dungeons the Dragoning - it would have worked for me.
I guess it is a kind of uncanny valley thing in RPG-World-Design Weirdness 
Two of the players (of the second one-shot [s.b.]) disliked the One Roll Engine System.
What we did with it:
Two One-shots to try out the system:
First a “minister game” written by the creator of REIGN, that only used the organisation-rules. This one was really nice.
Later we played a pirate fleet one-shot (I forgot about that in my earlier post).
We wanted to start a campaign once, but never surpassed the point of character creation.
Conclusion:
It felt really nice, but it was not the “OMG best thing evaaar” feeling I sometimes get, when trying new RPG stuff 
We wanted to start a campaign once, but we never succeeded in starting that. [**]
I guess it would be very easy to just use the rules and play something different with it. You have to make up you own magic schools (maybe), but there are enough rules to be able to do that.
[**] Typically I plan (2 or 3, sometimes 4) different campaign-ideas at once and then let the players choose, which one they want to play (and which idea I will flesh out). So there are a lot of discarded campaign-ideas laying around waiting to be played … … in the far future (so probably never^^) … …