I've got a game of vampire the requiem (2nd edition). There are dozens of fans of requiem out there.
I'm not really sure why they rebooted the wod and the re-rebooted it, but my books aren't going anywhere.
I've got a game of vampire the requiem (2nd edition). There are dozens of fans of requiem out there.
I'm not really sure why they rebooted the wod and the re-rebooted it, but my books aren't going anywhere.
I didn't immediately get a sense of how the dice choices would impact play and options. Seems like if I take forceful and strong, I can never ever succeed at at least one categories of options? That seems limiting.
I'm not mathy enough to instantly see how the dice are going to limit me.
Unclear how health and recovery work. Seems like the double d6 would have low stress, high wounds?
Have you played Fate? This seems like a distant relative of Fate Accelerated.
No meta game points or succeed at a cost?
How do you feel about tracking equipment and encumbrance?
Are these two different things to anyone else? "My hoodlum has a knife, some lockpicks, and a lucky charm" is different than "I'm carrying 12 of 50 pounds for light encumbrance"
Which should be prioritized more in a campaign: realism or drama?
Also really depends on genre, heh.
What has the more authority: GM rulings or game rules?
I put rulings but that's because "I'd love to have fun but the book says no" is kind of stupid. But I do not really like when the GM unilaterally, capriciously, changes things. I like having a workable mental model of how the game works. One that doesn't include the GM's mood.
I had the same thought on a lot of these. It depends
I had a really bad time once where I wanted to run a dark souls inspired "explore the cursed island" game, and only two of four players were on board. One literally tried to open a BBQ shop. The other was more of a wonder around and pick flowers, not fights, kind
Maybe an unpopular opinion, but DND doesn't do Star Wars well. There's no adventuring day in the source fiction, really. Jedi are hard to model- they either shine too bright or don't live up to the fiction. Force powers don't really map to existing DND systems. Class+Level is very coarse, which makes it hard to model some concepts. DND is almost entirely a combat game, but I guess Star wars is mostly fighting so you won't feel the absence of other systems that much.
I'm sure it'll be make some people happy. The previous d20 Star wars games had their fans. I just don't think it's something I'd enjoy, and it's a shame this is going to suck the air out of star wars tabletop game options.
A good post.
I personally find DND unsatisfying for many reasons (little to no degree of success, static magic system that encourages hoarding, the primary defense is all or nothing avoidance, very coarse progression, some character concepts are simply not representable, etc)
But what is even more annoying than that is when players respond with "but you can just change the rules!". I know! That's true of any pen and paper game! It's not some unique property of DND. But sometimes I don't want to do the work of designing a system, and I almost never want to play some stranger's pre-alpha homebrew.
This supports my hypothesis that most players "playing" DND could easily swap to some other rule system and not even know. Many of them would probably be happier in other systems.
I'd rather spend N minutes reading a list of book recommendations than 5*N minutes watching a video. Presumably the target audience for books is literate.
I'm tired of video.
On the one hand, this might help fence sitters that are like "there's no content there".
On the other, I just don't personally care for a stream of random images like Instagram et al do.
There's something off about a video about books.
It's not "retire and live a life of luxury" money, at least in many parts of the world.
It's a lot of money in terms of paying down debt and covering rent for a while, though.