jimtillman
Explorer
We've just finished doing a "one shot" that took 3 sessions to complete. 6 players, PCs at level 3
We were a bit... underwhelmed. It isn't bad, but the characters didn't feel very competent. Maybe it's different at higher level, but the technomancer (that I played) felt uninspired. After I realized that it's essential that you create a character that isn't "just" a technomancer, because it's not enough to sustain the character.
Spaceship combat was strange. Because of facing and because winning the piloting role means you go after the opponent, the piloting role is *super important* - the most important role in the round. A few bad piloting rolls in a row means doom. Because spaceships will circle each other trying to get at the vulnerable spot (usually the rear), once a fight is really engaged it's almost impossible to run away effectively because if you do the other guy will chase you and repeatedly shoot you in the rear arc. This means that spaceship combat should be avoided unless victory is almost certain.
in what way could the technomage not sustain you>?
what areas slowed you down, i am running 2 different games with different players and we are getting through the the deadsuns aps in about 2 to 3 sessions each . figuring out what weapons to get and what ways to imrove damage is a small learning curve and space ship combat can take a little getting used to if you use it, though the faq changes help with the rolls which have speed up ship .
fights a bit.
so far my groups have both been having a good time , hopefully this will keep happening, its been a long time since i have had a game let alone 2 that has not derailed in a few weeks
