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Old 8th June 2009, 05:22 PM   #2 (permalink)
Lackhand
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Join Date: Sep 2005
Location: New York, NY
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Lackhand Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Mallus View Post
(please)

It looks like my gaming group is play some SotC over the summer. I've started reading the rules. We've started brainstorming characters (it looks like we'll all be detectives; a thawed-out caveman detective, a little girl detective, and a hyper-evolved detective who's basically a floating brain that can punch you). So far, so good. Unless, of course, we change our minds and make totally different characters.

But tell me, how does it play?
"wonderfully" -- given what of your personality I've been able to glean from your posts, I'd be amazed if you didn't enjoy it

The rules-light nature can sometimes get on my nerves a little ("Whaddya mean I don't get a bonus for attacking from above without expending a resource?!"), but in a suitably pulpy game, that shouldn't matter too much ("Sorry. Mutated Renaissance Gorillas care not from whence your blow derives if it's only a couple steps up on the staircase. Now, if you wanted to maneuver onto the banister...").

On a related note, I keep fighting the trappings -- I don't want to play pulp 1920s, I want to play the campaign-world of D&D with a different ruleset! -- so I'm kind of annoyed at its lack of explicit support for the supernatural. The fireball-toting/lightningbolt-throwing/teleporting/charm-person-ing supernatural, anyway; it captures minor hedge-talents pretty well as writ.

Aspects, however, are awesome and it's now very hard for me to play any game that doesn't have them. Similarly, the bidding around them is also neat.

You may find the damage track is hard to fill, especially if everyone's a brawler and thus has nearly max ranks in Fists/Weapons/Athletics. A suggestion I've seen which seems to help is to change the damage system such that any hit that would fill in a box of stress above the character's track (whether it rolls up there or just starts there) takes the character out.
HOWEVER, a player may opt to take a consequence to decrease the stress of a blow by the size of the consequence, minor = 2 points, moderate = 4 points, severe = 6 points.

Thus, a player will probably aspect out of a hit or two, start running low on fate points so take a hit, realize that if they take another rollup will start to be a real danger, and start taking consequences.
In Fate as writ, however, they tend to take hits, realize that rollup is going to start happening, and start fate pointing out of hits, then take their 3 consequences. This is unfortunate because losing Fate Points isn't a great consequence -- consequences are! -- so discouraging this order of ablation is a Good Thing. Besides, is any one character ever going to get that beat on? Really?

I also play with only 3 stress instead of 5.

But what is it that you really want to know?

Last edited by Lackhand; 9th June 2009 at 12:25 AM.. Reason: Explaining why changing the order that players tend to take damage is a Good Thing
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