So after getting frustrated with ChatGPT, I ordered Coriolis: The Great Dark which is published by Free League Publishing. I have purchased DragonBane and read through it extensively and had liked what I saw. Definitely liked the production values, and all the reviews of it were great (to me, it's a 5E-adjacent but streamlined with OSR feel Fantasy Adventure Game, to use the latest terminology I've discovered).
So Coriolis: The Great Dark (CGD) is a 'new version' of Free Leagues' (FL) Coriolis: Third Horizon (CTH). I do not have CTH but it got good reviews also as a more wide open space opera rpg. Both use The Year Zero Engine (YZE) mechanics (dice pool) with some changes for CGD I guess. I had no experience with YZE. The Great Dark is specifically separated from the Third Horizon setting, although it is nominally related. Owners of the Third Horizon have voiced displeasure at that, but it seems either at GM discretion or future releases they could be 'rejoined'. That was zero impact for me just picking up the Great Dark.
The Great Dark was 'inspired by 19th century expeditions, deep sea diving and pulp archeology.' It is a 'roleplaying game about exploration and intrigue. Join dangerous expeditions, navigate the Byzantine schemes of Ship City, and hunt for the leys that unlock the mystery of this Lost Horizon.' That all sounds great!
From my first partial reading, it looks like there are some issues. One reviewer said it seems like it is an 'environment looking for a system'. Typically you have the game mechanics, then you design a milieux to play in using those mechanics. The Great Dark wanted a remote environment ('frontier') with the suspense of exploring possibly cursed archeological ruins. So it designed mechanics for that, and it seems a little heavy handed. The 'Delve' is the exploration of ancient ruins, which they have structured as 2D vertically to 'get the feel' of spelunking, I think. But it is all mechanics driven, roll for this scan for information, roll for resisting this threat, mark off 'supplies' which cover everything from food to light to oxygen.
The overly mechanic driven 'delve' just carries forward from the character creation, which railroads characters into the Explorers Guild, so they will be 'delving'. Coming from the sandbox of Traveller, this is a turn off in an initial read through.
Other reviews have also praised the production values and art, which are at the high level I've come to expect from Free League, so no surprise there. But neither of those are required to play the game (except maybe rules organization and clarity), so those don't matter to me in the end. I quickly got the hang of the dice pool mechanic based on (usually) an attribute, plus a talent, so that is easy enough. And there are three health pools (Health, Hope, and Heart, which are reduced by Damage, Despair, and Blight - the ancient mystical force). I like the Hope and Heart/Despair and Blight aspects that seem to bring a Call of Cthulhu insanity feel to the game, so I look forward to that aspect.
Overall at this point in my read through most of the mechanics but only the overviews of the environment, I find myself in the 'meh' category but wanting to really love it. I think in the end I will like it enough to try it out, but already see me taking the mechanics and the basic environment and opening it up more. But I will probably be tempted to get the boxed campaign Flowers of Algorab to see what they envisioned for the game. But I think it would be interesting to run a sandbox (albeit in the confined Great Dark area) and let players have free reign, whether it be delving, other exploration, pirating or what-have-you. But I would want to streamline the mechanics so it isn't just endless dice pool rolling. I guess I like more role play, and only go with a mechanic when there is something bigger at stake.
So we'll see how my opinion changes as I digest more mechanics and soak up more of the environment with the factions and unique star travel system/constraints.


















