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Aliens RPG Post Mortem
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<blockquote data-quote="hawkeyefan" data-source="post: 8420254" data-attributes="member: 6785785"><p>Oh definitely. I'm not excusing it as a flaw in the design....I get that. It wasn't immediately obvious to me because we played a scenario where the panic results were not really out of place, but I can see the criticism.</p><p></p><p>And they are probably too tied to the action economy; if the game isn't a series of encounters or scenarios where the turn structure matters, then several of them lose at least some of their bite. Those with lingering impact or that immediately impact nearby friendlies are the big deals in that regard. </p><p></p><p>All I meant is that they can largely function as is, with some slight narrative adjustments based on the fiction. Which plays to the point of making them less specific in order to be more broadly applicable. If I ever do run a campaign, I'll likely make a custom list, or perhaps two.</p><p></p><p>Berserk is easy, this is where the fight breaks out among the crew. The Roughneck is fed up and needs someone to blame and decides to beat the snot out of the Company Agent to the point he's broken (or is perhaps restrained by others) seems like a pretty likely scenario, even if not under threat of immediate physical harm (maybe even more so, in some ways). Alternatively, a Scientist could lose his cool and decide to lash out at the Marshall or Officer, only to get himself pummeled and thrown in the brig as a result. Potentially significant consequences there.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8420254, member: 6785785"] Oh definitely. I'm not excusing it as a flaw in the design....I get that. It wasn't immediately obvious to me because we played a scenario where the panic results were not really out of place, but I can see the criticism. And they are probably too tied to the action economy; if the game isn't a series of encounters or scenarios where the turn structure matters, then several of them lose at least some of their bite. Those with lingering impact or that immediately impact nearby friendlies are the big deals in that regard. All I meant is that they can largely function as is, with some slight narrative adjustments based on the fiction. Which plays to the point of making them less specific in order to be more broadly applicable. If I ever do run a campaign, I'll likely make a custom list, or perhaps two. Berserk is easy, this is where the fight breaks out among the crew. The Roughneck is fed up and needs someone to blame and decides to beat the snot out of the Company Agent to the point he's broken (or is perhaps restrained by others) seems like a pretty likely scenario, even if not under threat of immediate physical harm (maybe even more so, in some ways). Alternatively, a Scientist could lose his cool and decide to lash out at the Marshall or Officer, only to get himself pummeled and thrown in the brig as a result. Potentially significant consequences there. [/QUOTE]
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