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3 Favorite Things About Your Favorite System
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<blockquote data-quote="Wightbred" data-source="post: 7630803" data-attributes="member: 56388"><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">This thread is a great idea. Have really enjoyed reading others top three.</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">One of my top two games is <strong>Wrath and Glory</strong> (WanG), but I couldn’t limit myself to three!</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">1. <strong>The Wrath die</strong> is the simplest implementation of turning a “yes/no” result into a “yes, but”, “yes, and”, “no, but” and “no, and” I’ve ever encountered. (And taking Ruin gives the GM a simple solution if there are no clear complications.)</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">2. <strong>Wrath</strong> (and Ruin) is a resource that allow re-rolls, can be given as a roleplaying reward and can be used for players to add elements to scenes is a simple way to add interesting tactical play and player input. Wrath points sway critical scenes from failure to success, and Ruin can push it back the other way.</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">3. <strong>The initiative system</strong> with back and forth between players and GM ensures each side has a chance to shine and the players need to think about their priorities. But spending Glory or Ruin can shake up the order.</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">4. <strong>Campaign and critical cards</strong> add interesting options and randomness to the game, but in an easy to use format. I thought I’d hate them for over complicating the game and requiring a prop, but I’ve seen campaign cards dramatically change the direction of the adventure and criticals change the course of combat.</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">Honourable mentions: Tiers of play, simple archetypes, asymmetrical die results, and brutal weapons.</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: '-webkit-standard'"><span style="font-family: 'Arial'">The first release had some clarity and rule issues, but I can’t wait to see a streamlined version from C7.</span></span></span></p></blockquote><p></p>
[QUOTE="Wightbred, post: 7630803, member: 56388"] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]This thread is a great idea. Have really enjoyed reading others top three.[/FONT][/FONT][/COLOR] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]One of my top two games is [B]Wrath and Glory[/B] (WanG), but I couldn’t limit myself to three![/FONT][/FONT][/COLOR] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]1. [B]The Wrath die[/B] is the simplest implementation of turning a “yes/no” result into a “yes, but”, “yes, and”, “no, but” and “no, and” I’ve ever encountered. (And taking Ruin gives the GM a simple solution if there are no clear complications.)[/FONT][/FONT][/COLOR] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]2. [B]Wrath[/B] (and Ruin) is a resource that allow re-rolls, can be given as a roleplaying reward and can be used for players to add elements to scenes is a simple way to add interesting tactical play and player input. Wrath points sway critical scenes from failure to success, and Ruin can push it back the other way.[/FONT][/FONT][/COLOR] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]3. [B]The initiative system[/B] with back and forth between players and GM ensures each side has a chance to shine and the players need to think about their priorities. But spending Glory or Ruin can shake up the order.[/FONT][/FONT][/COLOR] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]4. [B]Campaign and critical cards[/B] add interesting options and randomness to the game, but in an easy to use format. I thought I’d hate them for over complicating the game and requiring a prop, but I’ve seen campaign cards dramatically change the direction of the adventure and criticals change the course of combat.[/FONT][/FONT][/COLOR] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]Honourable mentions: Tiers of play, simple archetypes, asymmetrical die results, and brutal weapons.[/FONT][/FONT][/COLOR] [COLOR=#000000][FONT=-webkit-standard][FONT=Arial]The first release had some clarity and rule issues, but I can’t wait to see a streamlined version from C7.[/FONT][/FONT][/COLOR] [/QUOTE]
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