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Emissary Lost: Adventures for the Coriolis RPG
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<blockquote data-quote="Staffan" data-source="post: 7775720" data-attributes="member: 907"><p>I and some friends played The Dying Ship this weekend in order to try the game out (since we'll be playing it at GothCon in mid-April).</p><p></p><p>Could be that the adventure is designed for five PCs and they were four, but the difficulty seemed a bit harsh in many places. In addition, many of the events I as the GM could "buy" for Darkness Points seemed undercosted, particularly one that's supposed to happen near the end. I never felt that the DPs constrained me, really.</p><p></p><p>One thing I'll say is that, much like Mutant Year Zero, the game can be utterly punishing if your dice run cold. Even if you have 6 dice for doing something (which is pretty good for a starting character), you have about a 2/3 chance of succeeding. If you fail, you can get another 2/3 chance by praying to the Icons (and giving the GM a Darkness Point) which in theory pushes the chance up to 8/9... except you've already failed on the first 2/3 roll, so it's really just another crap shoot. I'm not sure what I think of this mechanic compared to the similar one in Mutant Year Zero, where pushing means that 1s on the dice you get from your ability score and gear will have consequences. In MYZ you take a chance on things getting better but they might get worse instead, whereas in Coriolis you <strong>know</strong> you're giving the GM the opportunity to screw you over a bit later.</p><p></p><p>Still, for being our first attempt at playing a new system, things worked out pretty well. Well, not so much for the crew of Orun II, but...</p></blockquote><p></p>
[QUOTE="Staffan, post: 7775720, member: 907"] I and some friends played The Dying Ship this weekend in order to try the game out (since we'll be playing it at GothCon in mid-April). Could be that the adventure is designed for five PCs and they were four, but the difficulty seemed a bit harsh in many places. In addition, many of the events I as the GM could "buy" for Darkness Points seemed undercosted, particularly one that's supposed to happen near the end. I never felt that the DPs constrained me, really. One thing I'll say is that, much like Mutant Year Zero, the game can be utterly punishing if your dice run cold. Even if you have 6 dice for doing something (which is pretty good for a starting character), you have about a 2/3 chance of succeeding. If you fail, you can get another 2/3 chance by praying to the Icons (and giving the GM a Darkness Point) which in theory pushes the chance up to 8/9... except you've already failed on the first 2/3 roll, so it's really just another crap shoot. I'm not sure what I think of this mechanic compared to the similar one in Mutant Year Zero, where pushing means that 1s on the dice you get from your ability score and gear will have consequences. In MYZ you take a chance on things getting better but they might get worse instead, whereas in Coriolis you [B]know[/B] you're giving the GM the opportunity to screw you over a bit later. Still, for being our first attempt at playing a new system, things worked out pretty well. Well, not so much for the crew of Orun II, but... [/QUOTE]
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