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Post by Deleted on Jun 3, 2012 11:39:18 GMT -8
So, I picked up a bundle from the last Cangames held in Ottawa Canada. It was a great deal. $25 for WT2 and 3 setting books plus Reign. I still haven't wrapped my head around the system. The main book is not laid out in a way that helps me understand chargen. It just seems like I'm looking at pages and pages of options.
Anyway, can someone sell me on this game? RPPR e71 went a long way to raise my interest. However, I'm still considering trading it off for Savage Worlds. (PM me)
However, I am not quitting yet. For example, how can I help a bunch of D&D3.5 gamers buy in to Wild Talents?
Also, in terms of running the game, I've heard that large combats are cumbersome, so I ought to focus on keep fight scenes small. OK, sure. Now, in terms of game prep, I'm not seeing any bestiary. Is it expected that I stat every potential adversary?
I'm really spoiled by Savage Worlds, it seems.
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Post by fray on Jun 4, 2012 20:34:09 GMT -8
That is a killer deal. I'm jealous. :]
There are some sample animals and NPC in the essentials book. There are more in the other books. Progenitor has a ton of NPCs.
I don't think large combat are that bad really. It's a matter of keeping the order straight and that's about it. I know some people don't like that it is a different order every round but I find that to be a Strength of the game.
For the D&D players... what type of game are you wanting to run? Fantasy? Supers? Space Opera? I'd get the concept of the characters they want to play and then make the characters for them. That way you are more familiar with the characters and it is easier on the players to learn a new game.
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Post by fray on Jun 4, 2012 20:45:51 GMT -8
Char gen can be a bit tricky. Also try and find out which edition you have. I have both editions of the Essentials book and the first one had some error and the 2nd fixed a lot of them. I have found 2 that should be fixed. Take a look at the characters already made and try to see how the powers were built. Taking them apart helped me get a grip on the char gen system/powers. Keep in mind that any pair is a success. Having a few dice plus a Wild die can be more cost effective than having a bunch of dice, plus the control you have over the result with a wild die is pretty empowering to new players. When I make characters I try to have one wild die somewhere in the powers. It doesn't have to be the biggest blasting power but it's good for it to get used. Not only does it help the character be a hero it also shows off the mechanics of the game. Also keep in mind that hard dice can be deadly, try the Scattered Damage flaw to tone it down some.
Understand how Willpower works and how it is different for Base Will. This is very important for a player to know because it lets them react to situations without using a power. Also losing willpower will makes some powers not work, so keep it in mind. (You can think of willpower as bennies in a way. Spend willpower to get an effect.)
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Post by Deleted on Jun 5, 2012 4:06:23 GMT -8
Ah, thinking of Willpower as Bennies helps. Also, I have Wild Talents 2nd Ed., the main book proper. I don't plan on buying any more WT until I understand the system and get a game going-- might be a while.
What really grounds this game? It feels very open ended, even more than Savage Worlds did, when I first read the SW main book. With SW it wasn't until I got how Setting books and Plot Point games worked that I really understoond how to ground the game in structure. So, WT seems to have such an open-ended structure that the core solidity of game play is being lost on me. Am I making sense?
So, does it really boil down to having the first session be a brainstorm session with all players in order to get that structure and solidity... setting the ground rules for what is possible in the setting as so on. Game that supply this are considered more crunchy, yet that system of law lends a feeling of containment-- D&D does this very well.
How do you contain your games from the get-go?
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Post by fray on Jun 5, 2012 20:06:04 GMT -8
What do you mean by "open ended" and "contain your games"?
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Post by Deleted on Jun 6, 2012 8:13:12 GMT -8
When I look at the WT2 core book, I'm struggling with knowing where to start. The setting is more of a timeline and doesn't really provide plot and characters-- there is no bestiary or NPC list. You guys are recommending I pick up the Essentials book, which I'm not going to do. I already have 5 books in this line and would prefer a freebie or fan generated thing.
I'm comparing to D&D and SW and other RPGs I've played. "Open-ended" is referring to the way the book presents as pages and pages of options without any strong suggestion to go either way. Even the source books present to me this way-- the Victorian Era and Civil War setting books still don't seem to be giving me something firm to work with.
Consider the Shadowrun 2nd Ed. (I can't speak to more recent editions) That was a solid game with very clear guidelines on what kind of characters to fit in the setting. The setting presented a timeline, yes, however, many NPCs were stated out, and there was a bestiary, etc. PCs were presented fully fleshed out in many basic archetypes that could be take as Pregens, and all around there was "containment" as in definite limits as to what a game of Shadowrun looks and feels like.
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