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Critiquing the Conjunction : Forked from the Great Conjunction
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<blockquote data-quote="Wik" data-source="post: 4697273" data-attributes="member: 40177"><p>I like Deep Black. I've been reading it off and on, and I really like the setting detail. It makes me think of X-Files, but much darker. Sort of a Delta Green game, almost. Which is a very nice thing, indeed. </p><p></p><p>As for the rules-side of things, they seemed fine to me, though they are not the type of rules I personally enjoy. they're simple, and that's a great thing. I think they'd work, but I don't have the rules-fu the reviewers here have.</p><p></p><p>I *really* like the idea of the Underworlds. They're such a great idea, and they really scream "magic". They remind me of that X-Files episode in the Bermuda Triangle, where the agents are sent back into the 1940s. I could see them being used for similar purposes. Plus, they're a great way to introduce modules from other systems!</p><p></p><p>I don't really agree with Jack7's suggestions on Deep Black. Not because they are not great things for the game (they DO fit), but because of the realities of space in the game. I fully understand how it is - you just don't have time to include all those great ideas. Drugs are already in the game, Jack (there are stats for Drug Dealers) - at this level, that's all you really need. A lot of the other suggestions can be easily put into the game -as setting details, not as things requiring specific game rules. And there already is a little bit of "technology" - intelligent robots, and all that jazz! </p><p></p><p>I just think that there are only 50 pages for the game, and only two months to fill them. Because of this, we all had to make sacrifices in content. Of course, you could argue that Deep Black is only 29 pages long, and so it could reasonably have had 21 pages more of fun stuff... but then, not everyone was able to devote a huge amount of time to the design. I like this game, I like the approach, and while it may have a few small errors/oversights, I think they all do. Ny two cents.</p></blockquote><p></p>
[QUOTE="Wik, post: 4697273, member: 40177"] I like Deep Black. I've been reading it off and on, and I really like the setting detail. It makes me think of X-Files, but much darker. Sort of a Delta Green game, almost. Which is a very nice thing, indeed. As for the rules-side of things, they seemed fine to me, though they are not the type of rules I personally enjoy. they're simple, and that's a great thing. I think they'd work, but I don't have the rules-fu the reviewers here have. I *really* like the idea of the Underworlds. They're such a great idea, and they really scream "magic". They remind me of that X-Files episode in the Bermuda Triangle, where the agents are sent back into the 1940s. I could see them being used for similar purposes. Plus, they're a great way to introduce modules from other systems! I don't really agree with Jack7's suggestions on Deep Black. Not because they are not great things for the game (they DO fit), but because of the realities of space in the game. I fully understand how it is - you just don't have time to include all those great ideas. Drugs are already in the game, Jack (there are stats for Drug Dealers) - at this level, that's all you really need. A lot of the other suggestions can be easily put into the game -as setting details, not as things requiring specific game rules. And there already is a little bit of "technology" - intelligent robots, and all that jazz! I just think that there are only 50 pages for the game, and only two months to fill them. Because of this, we all had to make sacrifices in content. Of course, you could argue that Deep Black is only 29 pages long, and so it could reasonably have had 21 pages more of fun stuff... but then, not everyone was able to devote a huge amount of time to the design. I like this game, I like the approach, and while it may have a few small errors/oversights, I think they all do. Ny two cents. [/QUOTE]
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