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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.
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Wait for the Dresden Files RPG to come out. Same guys who wrote SotC are doing it. The title character is a Wizard, so that should fill your "Throwin' lightning and fireballs" quota.
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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.
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I definitely would like to see trying to get Aspects into other games. It's more a matter of trying to get it into my head to use them in stock d20 fantasy, and make it complicated.
Me, I've never played SotC (unfortunately), but I'd like to run it. However, I feel unfamiliar with the rules. Reading the
SRD is one thing, but I'd like to see an example of a full combat, start to finish, to be able to grok how everything fits.
That, and I also just cannot come up with ideas for adventures, for some odd reason.
