Intro
I got my hands on Fireborn PHB quite recently, and instantly fell for the system. Not long after I told my loyal players that this time we play something new. That's where the problems started...
An issue of aim...
After leading a single session I realised that giving my players any influence on the dragon creation kills the best thing about Fireborn - the flashback mechanism.
The point is that (IMHO of course) the flashback mechanism's aim is to provide the players with an opportunity to deepen their scions psychology. The are able to choose whether to accept themselves "as is" or work out some sort of consensus with their "former" selves. How am I supposed to procure dramatic visions while my players are perfectly aware of what they'll see?
The other point is that the GM looses half of the fun - character advancement stops being the question "who am I, and what more lurk just beyond my consciousness" and starts being "OK - I'll take Ferocity now". In my way the player does not need to know the mechanics until he is fully aware of what they concern.
To sum this part up - during the next campaign I'll keep the dragon sheets to myself.
Self-made "feel" killer
The best thing about Fireborn is it's setting. Or... I should say... double-setting. It enables me to do all the wonders of modern campaign an classical fantasy one. It is also very helpful in building up something what we here call "climate", "atmosphere", or "feel". It is, generally, about players being focused, engaged and "in touch" with the characters they lead. The ways of creating it are legion - music, lighting, descriptions... you all know what makes a good session.
In this marvellous setting there is only one... vice. The combat mechanics. Kilbreht Kellevandros - how am I supposed to lead a breathtaking, epic, final battle supported by a "Mortal Combat/Tekken"-imported mechanics? "roll-knee-draw weapon-fire" storytelling doesn't satisfy my GM's aesthetic requirements...
But then - it's next to impossible to rip this part of... 75% of powers, legacies & edges is in more or less close relation to combat...
Note - I'm not against actions system in general. They are very well adopted to the most fabulous Magic/Karma chapter. The go well along other parts to. It's just that combat...
This is enough for one night. Above are my thoughts - below there is a lot of place for yours...