Yesterday was... annoying. I spent five hours babysitting a table, it rained like a bitch (and hailed, from the sound of it), our house appointments got rescheduled, my laptop was being obnoxious, I really didn't want to work out (but I did), and I still weigh 190.
I got some preliminary work done on Tomorrow Knights, however (need to find out some information before I can go forward). Due to my long downtimes yesterday, though, I got something off my "to read" pile.
Written by the ever-talented chadu
I should point out that I did not read this game cover-to-cover. I almost never read RPGs cover-to-cover anymore - I read the parts that catch my interest, and skim over things like skills, powers, and starting adventures. So, I can't say I absolutely read all of DI, but then again I can't say I absolutely read any RPG.
That being said, I like this game. The system feels like a cross between Over The Edge and FUDGE (both in good ways), and while I could nitpick some of the terminology, I like how the "combat" system can be applied to mental conflicts or social interactions with equal ease. The background is on that line between horror and urban fantasy that books like Weaveworld, Imajica, and Neverwhere lie on (and the book actually covers that line in a page or two in the GM section). While I'm not a huge fan of the Spirit World emphasis, that's not a flaw with the game, but a personal preference - other people will really groove on it (my big concern is that the game mechanics actively encourage a preference for the Spirit World, but you only have to ignore a couple of rules to remove it).
DI does something that most good RPGs do to me - it makes me want to either run a game RIGHT NOW, or look at some of my projects and get upset that nothing I'm working on is this damned cool. It will have a great spot on my shelf next to Underworld and Little Fears (metaphorically, being a PDF and all).