Adventure - Trinity, Aberrant, etc


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That's one thing about White Wolf... I bought the core books for most of their WoD games and don't regret it one bit even though I'd never play any of them; they really are great reads.

I got ÆON after it became Trinity, but still managed to find the plastic special edition version called ÆON. Half the book is just setting material, totally unrelated to the game rules at all. I read it cover to cover and it's an incredibly interesting setting. I can't wait for the D20 version to come out.
 

twistnack said:
No, it's not just you. I think the white wolf system is more complex than it needs to be. Though it seems they are making the system simplier with each new line instead of the other way around.
This is in part with the changes made in Trinity.

To put the game in context when it first came out, a new player only had to have the GM tell them how many dice to roll, count up the target number he mentions and "1" cancel the number. And as a player you hardly rolled more than 7 dice on average.

There were only one type of dice and you max result couldn't be more than the dice you rolled, usaually a single digit number. It was pretty easy to teach. The funky names were in the exotic powers not the game mechanics.

Between the ease of that and riding on the hot fad of sexy, goth vamps, vampries in the modern day, WW did well as compared to the more arcane (pun intended. :) ) mechanics of AD&D.

The story has changed a little now that 3.0+ has this mechanic to teach new players ... the GM tells them to roll only one type of dice and do some easy math beat a number the GM mentions (my that sounds familiar)
 

Adventure D20 may be cure for D20 Modern Blues

While it may sound strange, I am not a fan of the Storyteller system, D20 Modern or Pulp per say, but I thought Adventre D20 was quite well done. I really like the whole 'Knacks' element. Very simple, yet flexible and innovative. A character sheet would've been nice though. With all the additions and adjustments, not putting in a character sheet is an unfortunate oversight.

I am very much looking forward to Aberrant, being a huge supers fan.

Trinity/Aeon was...er...not favorite for all the reasons many are saying they liked it. It was too close in feel to Star Wars, B5 and any number of other mass media titles, without the benefit of a strong personal identityof it's own. This is just MHO and that of my group, most of whom are such huge Star Wars RPG fans we'd just as soon just go play Star Wars. For more general SF I always fall back on Classic Traveller and the bookshelf of house rules and modifications we have after years of playing it.

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IanWatson said:
Now that the preview for Aberrant d20 is out, what are people thinking?
Reputation feat tree? That sound d20 Modernish to me.

I may have missed something in my skimming of d20 AdventureA, but I didn't remember anything that explain the "trees" of d20 Modern in d20 A!. Then again, since I haven't read d20 Modern in a while, I may be over reacting.

It's obvious that WW has taken the "lets do d20 and then layer it with what we need from d20 Modern" route, but I hope they didn't get into little bit of sloppy editing.

Otherwise, from what I see, the game looks like it delivers what I expected, which is a mid-range supers universe (about X-Men level) with a SF origin, which can be very cool as a GM (retromutagen viruses anyone?).

The real question is if the average d20 dude is going to get the distiction or not, or is intrigued by the idea. (Just remembering how disappointed I was over Brave New World when I was expecting 4-color and I got something on a much lower power level.)
 


Von Ether said:
Reputation feat tree? That sound d20 Modernish to me.

I may have missed something in my skimming of d20 AdventureA, but I didn't remember anything that explain the "trees" of d20 Modern in d20 A!. Then again, since I haven't read d20 Modern in a while, I may be over reacting.

It's obvious that WW has taken the "lets do d20 and then layer it with what we need from d20 Modern" route, but I hope they didn't get into little bit of sloppy editing.

Otherwise, from what I see, the game looks like it delivers what I expected, which is a mid-range supers universe (about X-Men level) with a SF origin, which can be very cool as a GM (retromutagen viruses anyone?).

The real question is if the average d20 dude is going to get the distiction or not, or is intrigued by the idea. (Just remembering how disappointed I was over Brave New World when I was expecting 4-color and I got something on a much lower power level.)

Really? I always thought Aberrant was like really superpowered. Then again, everything I know about Aberrants is from the history section of Æon/Trinity.
 

Von Ether said:
The real question is if the average d20 dude is going to get the distiction or not, or is intrigued by the idea. (Just remembering how disappointed I was over Brave New World when I was expecting 4-color and I got something on a much lower power level.)
IOW, will d20 gamers embrace this new game as much as they would embrace Mutants & Masterminds? Can't really make a prediction or wager off the cuff.

I can only speak for myself, but after looking at the one and only Preview PDF, I'm not really excited for the product. For now, I'm taking a conservative "wait-n-see" attitude.
 

I like what they did with the D20 conversion of Adventure! So I will pick up Aberrant D20 when that comes out. I've just started rereading the setting portion of the Storyteller version and it's just a great setting which deserves my support.

Will it be able to go up against M&M? I have no idea. I have heard only good things about M&M, but haven't got a chance to pick it up yet. But I don't think it will matter that much. The setting info will make Aberrant a great addition for just about any superhero game. If I like the M&M rules better then I can simply take the Taint rules from Aberrant, add them to the M&M rules. A bit of fiddling might be needed, but it shouldn't be that big a problem.

I may have missed something in my skimming of d20 AdventureA, but I didn't remember anything that explain the "trees" of d20 Modern in d20 A!. Then again, since I haven't read d20 Modern in a while, I may be over reacting.
I don't have D20 Modern, but as far as I know the Background Feat 'Trees' from Adventure! D20 have very little to do with the feat trees of D20 Modern. They are a way of implementing the Background mechanic from the Storyteller system into the D20 framework. They aren't even trees, but simple 'chains'. Each background consists of 3 feats where feat #2 has feat #1 as a prerequisite and freat #3 has feat #1 and #2 as a prerequisite. Simple.
 
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