Technically, the Encounters book, along with a bunch of others - aren't being FUNDED by the kickstarter - they were going to do those books anyways; it was just logistically easier to include them in the shipping plan of Crack the Sun; mostly for advertising.
Except the idea of 'gaining victories' lends to a wholly different tone. Crows is more of a survival horror tone - that is undermined if characters get more POWERFUL as the adventure progresses; survival horror IS about dwindling power and the approach of the death spiral; as opposed to the...
So, I did an AMA on my 1 year campaign - not sure if this is exactly what you're looking for, but I have a link I did to a lot of questions over on Reddit.
Best is hard to quantify, and I might give other suggestions depending on what things you need to know.
BUT - I might start with Crispy's Basic's of Draw Steel:
Something completely new. Its still in nascant stages (the devs are greyboxing it), but its unclear if it will be 2d6 or 2d10 system.
Its being designed purely around classic, low or even no magic dungeon delving survival horror.
As an aside, but James Intracaso (lead designer) is noodling at a new project called Crows that is VERY much that desperate mercenary style game; where you don't have powers, your most valuable tools are your inventory, and dying is VERY likely.
It does. I've got about 50 sessions under my belt as part of a longer form campaign, and while its not a short learning curve - there does seem to be a point where these mechanics become intuitive, and then the players start to focus less on HOW does a rule work, and more about how to make a...
The question there in is "Do you not like those discussions because a) you don't have a good relationship with your players b) there are too many options to consider (decision paralysis) or c) the options don't feel exciting to discuss?
So, Its hard to say exactly where this misconception comes from; but from my experience - being a tactical game doesn't mean that you need to be 'good' at tactics to play it. I would say instead that the nature of the games design helps players who otherwise NOT good thinking in those terms FEEL...
I am. The main reason I feel is how much effort I had to do to build encounters for higher level characters, and how board players were whenever we DID eventually have combat. D&D has lots of character customization, and feels good to 'build' characters - but I've been playing 5e for years (and...