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Best RPGs of 2008
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Anarchangel



Joined: 25 Jan 2006
Posts: 2316
Location: Los Angeles (ex Wellington, ex Christchurch)

PostPosted: Sat Nov 29, 2008 6:42 pm    Post subject: Reply with quote

3) A Dirty World
I haven't played this yet, but I just finished reading it and I'm confident enough that it takes the three spot.

2) 3:16
Very low-prep fun.

1) Zombie Cinema
Instant fun.


Games I am looking forward to buying/reading/playing:
Duty & Honour (Sharpe is money); Sufficiently Advanced (It taunts me from my shelf every day, but like Nobilis, I suspect this one will take some thought); Reign (Because I loved Birthright); 4e.[/i]
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Reading: Sufficiently Advanced, 4e.
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Planning: 4e, BoD one-offs
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MikeSands



Joined: 19 Jan 2006
Posts: 1273
Location: RV Steadfast, bearing west

PostPosted: Wed Dec 03, 2008 12:12 pm    Post subject: Reply with quote

Update: After reading the pdf, Mouse Guard appears to live up to the hype. Further comments: http://gamesteratlarge.blogspot.com/2008/12/mouse-guard-rpg-read-through-review.html. Now I need to find some time to play it.
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Mashugenah
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Joined: 23 Jan 2006
Posts: 1097
Location: Gallifrey

PostPosted: Wed Dec 03, 2008 2:05 pm    Post subject: Reply with quote

Anarchangel wrote:

1) Zombie Cinema
Instant fun.


I am so up for some Zombie Cinema! Smile

I'd also be quite keen to have a go at Geiger counter.
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sophmelc



Joined: 10 Jan 2008
Posts: 634

PostPosted: Wed Dec 03, 2008 2:11 pm    Post subject: Reply with quote

MikeSands wrote:
Update: After reading the pdf, Mouse Guard appears to live up to the hype. Further comments: http://gamesteratlarge.blogspot.com/2008/12/mouse-guard-rpg-read-through-review.html. Now I need to find some time to play it.


GoD room? I'd be keen. Also Geiger Counter again and some Zombie cinema.
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Reading: Remember Tomorrow
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Luke
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Joined: 24 Jan 2006
Posts: 2461

PostPosted: Wed Dec 03, 2008 2:18 pm    Post subject: Reply with quote

MikeSands wrote:
Update: After reading the pdf, Mouse Guard appears to live up to the hype. Further comments: http://gamesteratlarge.blogspot.com/2008/12/mouse-guard-rpg-read-through-review.html. Now I need to find some time to play it.


I am watching it like a hawk. Some stuff I hear is very very promising, particualr the unified conflict system with only 4 options (though scripting remains). It looks like elements of Burning Empires metagame mechanics made their way in too.

I still remain wary at this point though Smile
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MikeSands



Joined: 19 Jan 2006
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Location: RV Steadfast, bearing west

PostPosted: Wed Dec 03, 2008 3:37 pm    Post subject: Reply with quote

sophmelc wrote:
MikeSands wrote:
Now I need to find some time to play it.


GoD room? I'd be keen. Also Geiger Counter again and some Zombie cinema.


Mouse Guard and Geiger Counter will definitely be in my pile for Kapcon Games on Demand. I don't have Zombie Cinema, though, so I can't help you with that one.
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Luke
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Joined: 24 Jan 2006
Posts: 2461

PostPosted: Wed Dec 03, 2008 3:41 pm    Post subject: Reply with quote

MikeSands wrote:
sophmelc wrote:
MikeSands wrote:
Now I need to find some time to play it.


GoD room? I'd be keen. Also Geiger Counter again and some Zombie cinema.


Mouse Guard and Geiger Counter will definitely be in my pile for Kapcon Games on Demand. I don't have Zombie Cinema, though, so I can't help you with that one.


I am also keen for Mouse Guard:


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MikeSands



Joined: 19 Jan 2006
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PostPosted: Wed Dec 03, 2008 3:44 pm    Post subject: Reply with quote

Luke wrote:
MikeSands wrote:
Mouse Guard


I am watching it like a hawk. Some stuff I hear is very very promising, particualr the unified conflict system with only 4 options (though scripting remains). It looks like elements of Burning Empires metagame mechanics made their way in too.

I still remain wary at this point though Smile


I can't see any problems with the scripting - it's simple and designed to force teamwork (each round of three scripted actions, your team takes turns doing each. when it's your teammate's action, you can help them but not do your own thing). The four actions (attack, feint, defend, maneuver) are explained over several common conflict types and there's a discussion of how to apply them ad hoc if you want to. Nothing in there seems problematic to me.

Edit to add: Plus the character sheet is an epic piece of design that Luke Crane claims holds 90% of the rules you need to refer to. One side is for general play/advancement and the other for conflicts.

No idea what Burning Empire metagame mechanics you mean or whether you regard that as good or bad. There certainly are mechanics that require you to use player knowledge separate from character knowledge in order to make the most of advancement. Is that what you mean? (As you probably know, I don't really 'get' this talk of 'metagame' mechanics that are different to normal game mechanics).
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Luke
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Joined: 24 Jan 2006
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PostPosted: Wed Dec 03, 2008 3:52 pm    Post subject: Reply with quote

MikeSands wrote:
I can't see any problems with the scripting


I agree. Scripting is fine provided the conflict resolution is streamlined (which it has beenconsiderably).

MikeSands wrote:
Edit to add: Plus the character sheet is an epic piece of design that Luke Crane claims holds 90% of the rules you need to refer to. One side is for general play/advancement and the other for conflicts.


I agree and disagree on this point. Its good to have 90% of the rules on the sheet but I personally think it makes it look cluttered and more intimidating than it should be.

On saying that, the overall reduction in game jargon is a good thing too.

MikeSands wrote:
Is that what you mean? (As you probably know, I don't really 'get' this talk of 'metagame' mechanics that are different to normal game mechanics).


Sorry, it was a loose use of words. In BE, there were mechanics for the group to run the overall story. The use of seasons, player epilogue scenes and Twists are not in BW but are in BE is some form.

I didn't mean it as a negaitive comment. The metagame (if that is even the right word) stuff in BE was some of its better parts.
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Mashugenah
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Joined: 23 Jan 2006
Posts: 1097
Location: Gallifrey

PostPosted: Wed Dec 03, 2008 4:22 pm    Post subject: Reply with quote

Quote:
(As you probably know, I don't really 'get' this talk of 'metagame' mechanics that are different to normal game mechanics).


I think the main distinction I'd make in this regards is really that mechanics related to characters and "meta-game mechanics" relate to the story. The distinction is obviously artificial in many "shared narrative" games.

As a player using "mechanics" I can only make decisions that the character can make.
e.g. Do I pick this fight, or don't I?

Using "meta-game mechanics" I can make decisions about what happens to the character.
e.g. Does that mean-looking guy over there pick a fight with my character, or doesn't he?

One is limited to the character as your agent inside the SIS, one is you affecting things outside of the character in the SIS. - You're right: they're all game mechanics, but they are affecting the game in a different way.
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MikeSands



Joined: 19 Jan 2006
Posts: 1273
Location: RV Steadfast, bearing west

PostPosted: Wed Dec 03, 2008 4:50 pm    Post subject: Reply with quote

Luke wrote:
Its good to have 90% of the rules on the sheet but I personally think it makes it look cluttered and more intimidating than it should be.


Yes, it is kinda cluttered, but I can put up with a lot of clutter in return for not having to flick through a rulebook looking things up. That is assuming that Crane has got it right in what's there of course - only play will show whether that is the case.

That "Metagame" thing

Yes, the player turns give players some control over where the story goes. I like the way it does this - its both controlled and open in scope, in different ways.

Mash:

Okay, you can distinguish that 'metagame' mechanics relate to the story and 'normal' mechanics relate to the characters, but to me that just makes 'normal' mechanics a special case of 'metagame' mechanics. After all, the characters are the central part of the story. As you say, this is artificial in many shared narrative games, such as rpgs.

(If you want to take the discussion any further we should probably do it in another thread.)
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