From publisher blurb:
Raven of the Scythe is a darker more grounded take on the traditional fantasy genre. I avoid using terms like "grim dark" or "dark and gritty" because i don't think that is excatly what I have here. Rather, think of RotS as a your typical high fantasy swashbuckling adventure type game, but with the dial turned way down.
The character's are just a little bit frailer and more human than the archtypes they try to emulate. In my head, and in the games I have run, it has played sort of like the story of someone who grew up reading dime novels about fearless knights, sly bards, and powerful wizards; only to grow up and constantly be told "It isn't really like that, kid".
That isn't to say that Raven of the Scythe is a game void of high adventure and heroics, just that the choice to be heroic can come with very real risk and consequences that should be considered. Which in my mind makes it all the more heroic when someone does consisder the risks, choose to take the chance, and comes out on top (or dies trying).
So, Who should play Raven of the Scythe?
Anyone who wants to play in a slighly more grounded version of a fantasy RPG than is the standard.
How do you play Raven of the Scythe?
It has a pretty simple system where you roll 2d10 and add some modifiers to it.
What Kind of characters can you play in Raven of the Scythe?
Any type really, i tried to make the various fantasy archetypes all avalible and fairly balanced against each other so that everyone can feel like they are contributing something to the game, even if that something isn't raw combat skills. You can be a warrior, theif, bard, priest, as well as practace any of six different schools of magic. Exactly what you play is up to you though, as there are no classes or anything, you are pretty free to mix and match skills and abilities however you want.
What does Raven of the Scythe offer that I can't find in other fantasy rpgs?
I don't know honestly. Probably nothing. I am just one guy with a laptop and a production budget of zero dollars. So real quick I determined that my goal wasn't going to be to reinvent the wheel, but rather to just build a really good one. Where I think Raven of the Scythe really shines is in its tone, which is unfortunalityly very subjective and hard to fit into a blurb (Dim Dark maybe?). Also the game IMHO walks a very fine line between crunchy and rules light. The core rules are just over 170 pages and they tell you everything you neet to play the game, but I also wanted to make the game feel complete. Thus there are rules for character creation, character advancement, social interaction, combat, animal companions, magic, bardic music, priestly powers, crafting, and numerous other ways that a player might want to make their character feel unique and special.