TL/DR: A really cool little game!
I purchased my copy from Lulu. It is a 6×9 inch paperback. A lot of people like to bitch about the quality of Lulu bindings, but I’ve always had decent luck and this book looks ok to me. The interior is laid out in a two-column format with some very nice illustrations. I’m particularly partial to the warrior on page 54.
The author has broken the game up into several chapters. I’m not going to go into detail on each of them, but rather discuss the book by various (arbitrary) sections.
The game begins with a short introduction. The author really nailed this. It is a great example of concise writing that packs an overview of the rules, the setting and a “what is roleplaying?” section into two pages.
The next section is character creation. Characters are defined by five attributes: Blood (strength/dexterity), Instinct (perception), Presence (charisma), Steel (combat skill) and Wisdom (smarts). This is my first minor quibble with the game. “Blood” and “Steel” are evocative names for attributes. The other three seem somewhat pedestrian by comparison. I honestly like games that stick with easy to understand attribute names. (Heck, I’m planning on selling all of my Eclipse Phase books to Noble Knight Games primarily because I can’t remember the definitions half of the attributes or skills.) Attributes and skills are rated by a die type and range from 1D4 to 1D12. Character generation is fairly detailed – it’s four chapters and 41 pages long. You determine Homeland, Background (previous profession), advantages and disadvantages during the process. The author has considerately created tables for many of the choices so you can do a fair amount of random generation to speed things along.
The rules come next. At first glance, I thought Travellers on a Red Road was going to be some kind of Savage Worlds clone, but the system is a little more nuanced. Skills and attributes are all rated by a die type. You roll your attribute and (not plus) your skill die against a target number of 4. If the score on both dice misses the target the character fails, if one of the dice succeeds the character gets a partial success, and if both dice beat the number a full success. It’s a clever little system. Combat, Spot Rules (fire, falling, poison, etc.), Travel, Magic and Campaigns (downtime) are all described in this section. I do want to do a special “shout out” for the magic section. There are some really interesting abilities and I really liked the rules for familiars in the game as well.
The Game Master section follows the rules. There are some very interesting monsters in the game. An overview of the world follows and then there is a chapter on referee advice. There is also a sample adventure. I’m really grateful the author included one. I’ve picked up so many games that are really cool, but always leave me stuck for “what the heck do you do in this world?”
A glossary, afterward and much appreciated index round out this game.
I really like this game. It draws from cultures that I have never explored in a RPG setting. I think if I did run this, I’d dial the technology back a bit – get rid the flintlocks and some of the industry. I’m not sure why, it just matches my picture of how I’d run a game set in this world.