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TLDR: It's good, very gamist, but if that's what you're looking for you'll be pretty happy with it.
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And it was all roleplayed out, it was all, piece by piece, player by player, described and detailed and executed in a way that completely overtook the combat scenes, which were few and far between, and were fascinating, interesting, hilarious, terrifying. D&D doesn't provide mechanics for social situations for this precise reason - they want you to just wing it, because unlike combat, social situations have an absolutely unlimited scope. Combat is defined by your weapons, your feats, your mechanics. That's what it's for, to be tactical, to be defined. But speech and player interaction isn't. And never should be. When you cut off the player's ability to wing it, you cut off the player's ability to become his character.
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