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<blockquote data-quote="lyle.spade" data-source="post: 8485223" data-attributes="member: 30042"><p>Big plugs for T2K and Achtung! Cthulhu - they are both outstanding products in terms of system, organization, ideas, and physical production value.</p><p></p><p>AC is, in my view, the best presentation of the 2d20 rules yet, with them described clearly in both the PG and GM's Guide. The GM's Guide provides a lot of excellent advice about how to use the rules gracefully and in ways that will keep the focus on the story and the action. Both books, together, present the rules for what they are and what they can do, and then they go the vital step beyond to explain and describe how to use them well.</p><p></p><p>T2K is the best version of the YZ engine, too - far better than Alien or the other offerings based on those rules. The addition of d8s, 10s, and 12s dramatically changes how the game operates as a system (for the better); and the grittiness that is present in all of FL's games is a perfect match for the vibe of April 2000 in Eastern Europe, without going too far and making the game into a grind. I ran a test skirmish with a buddy of mine using the maps and counters and such, and combat felt right and encouraged decisions that made sense. Both of us are vets and the marriage of weapons, terrain, and personnel felt...right. I think the game does a fine job of promoting the right feel, without getting deep in the weeds of simulationism.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 8485223, member: 30042"] Big plugs for T2K and Achtung! Cthulhu - they are both outstanding products in terms of system, organization, ideas, and physical production value. AC is, in my view, the best presentation of the 2d20 rules yet, with them described clearly in both the PG and GM's Guide. The GM's Guide provides a lot of excellent advice about how to use the rules gracefully and in ways that will keep the focus on the story and the action. Both books, together, present the rules for what they are and what they can do, and then they go the vital step beyond to explain and describe how to use them well. T2K is the best version of the YZ engine, too - far better than Alien or the other offerings based on those rules. The addition of d8s, 10s, and 12s dramatically changes how the game operates as a system (for the better); and the grittiness that is present in all of FL's games is a perfect match for the vibe of April 2000 in Eastern Europe, without going too far and making the game into a grind. I ran a test skirmish with a buddy of mine using the maps and counters and such, and combat felt right and encouraged decisions that made sense. Both of us are vets and the marriage of weapons, terrain, and personnel felt...right. I think the game does a fine job of promoting the right feel, without getting deep in the weeds of simulationism. [/QUOTE]
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