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Aliens RPG Post Mortem
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<blockquote data-quote="Ovinomancer" data-source="post: 8419789" data-attributes="member: 16814"><p>So, in response, I point to your earlier post where you clearly point out that the main driver of complication for Story Now play is the Panic rules and that these are not written to facilitate the play, but would work better with a fairly substantial rewrite. I agree with this, wholeheartedly, but I think that the very narrowness of the Panic rules, the genre and play assumptions that they assume, and further the same kind of design and intent present in both the skills (very specific, non-general skill system with tightly constrained, pre-story applied result options) and the talents (same as skills -- tightly constrained with story assumptions baked in) actively belie the idea that this system is broad enough to step far outside the titular genre assumptions.</p><p></p><p>I mean, yeah, there's a lot here that suggests, and even outright claims, things that seem to lead to good story now play, but then there are clear design elements that do not, and these permeate the system. Combat is highly detailed and leans into specific genre assumptions. The skill system and talent system are not flexible but rather tuned to replicate the source material. The panic system is too keyed to specific genre assumptions. This is why I say the game is a tweener -- it leans towards story now in some ways but then claws back to traditional/classic play with others. Outside play features the titular genre assumptions, I think that this very much starts to become incoherent.</p><p></p><p>That said, you're very much skilled and experienced enough with systems to paper this over. I'm enjoying the game, and the pain points -- so far -- are not strong enough to cause me to do much more than note them. However, when we get a berserk result on the panic table for a roll to try to find out what happened at a murder scene or to treat a wounded roughneck... I'm not sure I see a way to reconcile that at all. I mean, it would be hilarious to watch Birdwhistle go berserk (although I'm sure I could find a way to turn science into a horrific weapon of immediate rage), but I don't see how failing a research roll would lead to that result.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8419789, member: 16814"] So, in response, I point to your earlier post where you clearly point out that the main driver of complication for Story Now play is the Panic rules and that these are not written to facilitate the play, but would work better with a fairly substantial rewrite. I agree with this, wholeheartedly, but I think that the very narrowness of the Panic rules, the genre and play assumptions that they assume, and further the same kind of design and intent present in both the skills (very specific, non-general skill system with tightly constrained, pre-story applied result options) and the talents (same as skills -- tightly constrained with story assumptions baked in) actively belie the idea that this system is broad enough to step far outside the titular genre assumptions. I mean, yeah, there's a lot here that suggests, and even outright claims, things that seem to lead to good story now play, but then there are clear design elements that do not, and these permeate the system. Combat is highly detailed and leans into specific genre assumptions. The skill system and talent system are not flexible but rather tuned to replicate the source material. The panic system is too keyed to specific genre assumptions. This is why I say the game is a tweener -- it leans towards story now in some ways but then claws back to traditional/classic play with others. Outside play features the titular genre assumptions, I think that this very much starts to become incoherent. That said, you're very much skilled and experienced enough with systems to paper this over. I'm enjoying the game, and the pain points -- so far -- are not strong enough to cause me to do much more than note them. However, when we get a berserk result on the panic table for a roll to try to find out what happened at a murder scene or to treat a wounded roughneck... I'm not sure I see a way to reconcile that at all. I mean, it would be hilarious to watch Birdwhistle go berserk (although I'm sure I could find a way to turn science into a horrific weapon of immediate rage), but I don't see how failing a research roll would lead to that result. [/QUOTE]
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