Wik
First Post
Alright. So, I'm poking around for some new games to use as a basis for a series of mini campaigns. We're currently in a rotating GM situation, and I want my turns to consist of month-long mini campaigns using new and weird systems.
First up, starting next tuesday, is Shadowrun 4e. SR4E is a fun system, but definately rules-heavy (especially the wireless stuff! Yikes!). After that, though...
At my games store, I was poking around and took a look at a few games I haven't had the chance to play. I was hoping for a bit of feedback on each. I'm particularly interested to learn the following about each system:
a) How quick can I make a character? How quickly can my group make a character, with only one book and no knowledge of the rules?
b) How complicated are the rules? How "fast" do they play at the table?
c) Is the game roughly self-contained? Does it have an adventure included, or at least some adventure ideas?
Now. I'm not too worried about the "well, if you like sci-fi, you'll love it..." arguments. No matter what genre we play, we have fun. So, I'm more worried about those questions above.
So, the games I have on my list are:
1) Grimm. Play as children in a dark fairy tale world. Is it combat heavy, or does it expect PCs to not get into combat at all? How does the "Grade" skill system work?
2) Serenity. I've never seen the TV show, and neither has anyone in my group. Is it worth playing nonetheless, or should we even bother?
3) Witch Hunter. How dark is this game? Witch Hunting in Colonial America seems cool to me, but only if it's a grim setting. If my character can take 20d10 points of damage before getting a scratch... not so much.
4) d6 Fantasy. I've played the d6 system before, and my group is pretty fond of it. I'm more interested in the specifics of d6 fantasy itself... how does the spell system work in actual play? What about the combat system?
5) Midnight. I know it'd d20, but apparently, it's more low magic (a la Lord of the Rings). Is it different enough from standard d&d to be worth it to a group that is getting jaded from 3e? (and a group that, in a few months' time, be playing 4e?)
(Note: I asked a similar question a few months ago, and wound up buying Warhammer Fantasy Roleplay. I ran a bit of it, and we had a little bit of fun with it, but too much of my group hated the CharGen system...)
First up, starting next tuesday, is Shadowrun 4e. SR4E is a fun system, but definately rules-heavy (especially the wireless stuff! Yikes!). After that, though...
At my games store, I was poking around and took a look at a few games I haven't had the chance to play. I was hoping for a bit of feedback on each. I'm particularly interested to learn the following about each system:
a) How quick can I make a character? How quickly can my group make a character, with only one book and no knowledge of the rules?
b) How complicated are the rules? How "fast" do they play at the table?
c) Is the game roughly self-contained? Does it have an adventure included, or at least some adventure ideas?
Now. I'm not too worried about the "well, if you like sci-fi, you'll love it..." arguments. No matter what genre we play, we have fun. So, I'm more worried about those questions above.
So, the games I have on my list are:
1) Grimm. Play as children in a dark fairy tale world. Is it combat heavy, or does it expect PCs to not get into combat at all? How does the "Grade" skill system work?
2) Serenity. I've never seen the TV show, and neither has anyone in my group. Is it worth playing nonetheless, or should we even bother?
3) Witch Hunter. How dark is this game? Witch Hunting in Colonial America seems cool to me, but only if it's a grim setting. If my character can take 20d10 points of damage before getting a scratch... not so much.
4) d6 Fantasy. I've played the d6 system before, and my group is pretty fond of it. I'm more interested in the specifics of d6 fantasy itself... how does the spell system work in actual play? What about the combat system?
5) Midnight. I know it'd d20, but apparently, it's more low magic (a la Lord of the Rings). Is it different enough from standard d&d to be worth it to a group that is getting jaded from 3e? (and a group that, in a few months' time, be playing 4e?)
(Note: I asked a similar question a few months ago, and wound up buying Warhammer Fantasy Roleplay. I ran a bit of it, and we had a little bit of fun with it, but too much of my group hated the CharGen system...)