Good point. This is the way Mutant Year Zero and Coriolis are both structured, actually.I think I would flip the Types after all of the Attributes and so forth for the character creation chapter. I wasn't sure what an Anchor was or how it came into play until pages later. Explanations for what things are should be before the Types so people have a grasp on what the Attributes etc are in relation to the character Type before selecting them. It will make it flow better.
Perhaps they meant crayfish.On p. 103, in the Summer in the Mälaren Islands section, crabs are mentioned thriving in the seaweed. This would be common on the west coast of Sweden, but not on the shores of Mälaren.
Crayfish are nocturnal ...Perhaps they meant crayfish.On p. 103, in the Summer in the Mälaren Islands section, crabs are mentioned thriving in the seaweed. This would be common on the west coast of Sweden, but not on the shores of Mälaren.
The way I understand it, you pick a birthday for your Kid. The GM starts the campaign at a date, and any Kid getting a year older during the campaign will gain a point.I have a question about aging the kids. It says in the book that when the kids turn a year older they gain skill points and when they turn 16, they're no longer playable, but there's nothing about how to age the kids. Is it based on gaining experience points or personal choice of the player or based on real time play? It's possible I overlooked the information.