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Anarchangel

Joined: 25 Jan 2006 Posts: 2316 Location: Los Angeles (ex Wellington, ex Christchurch)
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Posted: Sat Nov 29, 2008 6:42 pm Post subject: |
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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] _________________ Reading: Sufficiently Advanced, 4e.
Running: ...pending...
Planning: 4e, BoD one-offs
My LJ |
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MikeSands

Joined: 19 Jan 2006 Posts: 1273 Location: RV Steadfast, bearing west
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Mashugenah Site Admin
Joined: 23 Jan 2006 Posts: 1097 Location: Gallifrey
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Posted: Wed Dec 03, 2008 2:05 pm Post subject: |
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| Anarchangel wrote: |
1) Zombie Cinema
Instant fun. |
I am so up for some Zombie Cinema!
I'd also be quite keen to have a go at Geiger counter. _________________ The opinions prevalent in one age... are confuted and rejected in another and rise again to reception in remoter times. Thus the human mind is kept in motion without progress.
- Samuel Johnson, Preface to Shakespeare |
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sophmelc
Joined: 10 Jan 2008 Posts: 634
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Posted: Wed Dec 03, 2008 2:11 pm Post subject: |
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GoD room? I'd be keen. Also Geiger Counter again and some Zombie cinema. _________________ Planning: Al Shir-Ma (KapCon LARP)
Reading: Remember Tomorrow
Playing: Fall: A BtVS game, Random indie games
Blog - Mostly Geek |
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Luke Site Admin

Joined: 24 Jan 2006 Posts: 2461
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Posted: Wed Dec 03, 2008 2:18 pm Post subject: |
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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  _________________ Playing: Red Sun SEED (Exalted2e); Paths of the Damned (WFRP2e)
Running: Seekers of the Ashen Crown (D&D4e); Thousand Thrones (WFRP2e); D&D Encounters (D&D4e)
Planning: None |
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MikeSands

Joined: 19 Jan 2006 Posts: 1273 Location: RV Steadfast, bearing west
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Posted: Wed Dec 03, 2008 3:37 pm Post subject: |
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| 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. _________________ Games: http://genericgames.co.nz/
Blog: http://gamesteratlarge.blogspot.com
Twitter: http://twitter.com/GamesterAtLarge |
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Luke Site Admin

Joined: 24 Jan 2006 Posts: 2461
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Posted: Wed Dec 03, 2008 3:41 pm Post subject: |
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| 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:
 _________________ Playing: Red Sun SEED (Exalted2e); Paths of the Damned (WFRP2e)
Running: Seekers of the Ashen Crown (D&D4e); Thousand Thrones (WFRP2e); D&D Encounters (D&D4e)
Planning: None |
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MikeSands

Joined: 19 Jan 2006 Posts: 1273 Location: RV Steadfast, bearing west
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Posted: Wed Dec 03, 2008 3:44 pm Post subject: |
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| 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  |
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). _________________ Games: http://genericgames.co.nz/
Blog: http://gamesteratlarge.blogspot.com
Twitter: http://twitter.com/GamesterAtLarge |
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Luke Site Admin

Joined: 24 Jan 2006 Posts: 2461
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Posted: Wed Dec 03, 2008 3:52 pm Post subject: |
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| 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. _________________ Playing: Red Sun SEED (Exalted2e); Paths of the Damned (WFRP2e)
Running: Seekers of the Ashen Crown (D&D4e); Thousand Thrones (WFRP2e); D&D Encounters (D&D4e)
Planning: None |
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Mashugenah Site Admin
Joined: 23 Jan 2006 Posts: 1097 Location: Gallifrey
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Posted: Wed Dec 03, 2008 4:22 pm Post subject: |
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| 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. _________________ The opinions prevalent in one age... are confuted and rejected in another and rise again to reception in remoter times. Thus the human mind is kept in motion without progress.
- Samuel Johnson, Preface to Shakespeare |
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MikeSands

Joined: 19 Jan 2006 Posts: 1273 Location: RV Steadfast, bearing west
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Posted: Wed Dec 03, 2008 4:50 pm Post subject: |
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| 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.) _________________ Games: http://genericgames.co.nz/
Blog: http://gamesteratlarge.blogspot.com
Twitter: http://twitter.com/GamesterAtLarge |
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