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About to start an anything goes WOIN game. Any tips getting started?
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<blockquote data-quote="PolloParrington" data-source="post: 7165105" data-attributes="member: 6875911"><p>I went easy on my players for their first encounter, just to get a feel for the systems. From there, scaled up, mixing and matching to make combats interesting. Fighting one Big Bad hasn't been a hit. Fighting a Big Bad with a half-dozen other minions floating around definitely was (the system lends itself very well to those small to mid range skirmishes.) Plenty of players have gotten dropped, some even in one shot, but the slow Death countdown mechanic hasn't killed anyone yet. </p><p></p><p>Mages started off feeling relatively underpowered, especially when you stack them up against psychics. But once they got a few grades under their belts and came up with some killer spells, they became table favourites and the crew doesn't do missions without them.</p><p></p><p>My players had trouble with frustratingly high-Defence enemies until I reminded them that rushing it and just swinging at things toe-to-toe is rarely the best option. Once they get a hang of the mechanics for flanking, crossfires and higher ground, along with remembering to use all their exploits, even a high dice pool baddie can be brought down.</p></blockquote><p></p>
[QUOTE="PolloParrington, post: 7165105, member: 6875911"] I went easy on my players for their first encounter, just to get a feel for the systems. From there, scaled up, mixing and matching to make combats interesting. Fighting one Big Bad hasn't been a hit. Fighting a Big Bad with a half-dozen other minions floating around definitely was (the system lends itself very well to those small to mid range skirmishes.) Plenty of players have gotten dropped, some even in one shot, but the slow Death countdown mechanic hasn't killed anyone yet. Mages started off feeling relatively underpowered, especially when you stack them up against psychics. But once they got a few grades under their belts and came up with some killer spells, they became table favourites and the crew doesn't do missions without them. My players had trouble with frustratingly high-Defence enemies until I reminded them that rushing it and just swinging at things toe-to-toe is rarely the best option. Once they get a hang of the mechanics for flanking, crossfires and higher ground, along with remembering to use all their exploits, even a high dice pool baddie can be brought down. [/QUOTE]
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