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Critiquing the Conjunction : Forked from the Great Conjunction
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<blockquote data-quote="EP" data-source="post: 4716066" data-attributes="member: 41744"><p>DEEP BLACK</p><p></p><p>The concept for this one is cool, but somehow weakened by inconsistencies. Nothing impossible to fix without overhauling, but worth a revision or two.</p><p></p><p>The System</p><p>I’ve had to re-read these rules a few times, mostly because I was getting lost in the Juice. If I pull out a gun and shoot someone, I will “inflict” the most on my opponent as if I had punched him or compelled him not to pull the trigger. And without any hit or body points, a bullet does as much “damage” as a slap across the face. If certain equipment or attacks could grant the winner “double victories” or anything similar, then this could be more feasible.</p><p> Then there’s the stick. In total honesty, I don’t understand the point of the stick. You can choose between injury or blacking out and missing all the action completely (thereby saving you the trouble of ever being killed by your enemies). And what if the rest of your comrades stay awake to finish the fight by holding the stick? Do you remain blacked out until they put you in a hospital bed or do you wake right back up? These are very obscure techniques which seem unable to adapt to a variety of situations or for any lengthy campaign. It definitely needs work and needs to be test thoroughly.</p><p> Like I said before, nothing impossible to adjust, but there are too many questions and uncertainties in what exists at the moment.</p><p></p><p>Magic</p><p>It’s missing. There’s text there stating these characters have mystical powers, but there’s nothing to make them work. No minimals, no limitations.</p><p></p><p>The Prophecy</p><p>I agree with previous comments about the risk of conflicting prophecies – it’s risky. If the GM can find a way to make it work, terrific, but it will only be a matter of time before player start revealing theirs because we’ve all yelled at TV characters for not sharing a secret clearly important to share with others.</p><p></p><p>The Ruined City</p><p>Didn’t see any here, so I’m assuming there is none. All the danger exists on an ethereal level.</p><p></p><p>An Ever-Present Threat</p><p>Seems lost when the CIA just up and lets these guys quit their day job to pursue their prophecy. Without any hint of mysterious pizza vans parked outside their hotel rooms all night or a single cohesive prophecy, it’s just not there. The Conspiracy just seems like a bunch of guys banding together to act spooky and be protagonists but are still working on a slogan.</p><p></p><p>Overall</p><p>There’s a lot of pieces missing at the moment, but they can be expanded to make something truly sweet to play. I know it seems like dumping, but there’s still much to cover and detail before you can toss players into this setting and let them run loose without a leash. Allowing players to go unrestricted is good, but the GM needs guidance on how it all works with more detailed rules, concepts, and examples before giving it a shot.</p></blockquote><p></p>
[QUOTE="EP, post: 4716066, member: 41744"] DEEP BLACK The concept for this one is cool, but somehow weakened by inconsistencies. Nothing impossible to fix without overhauling, but worth a revision or two. The System I’ve had to re-read these rules a few times, mostly because I was getting lost in the Juice. If I pull out a gun and shoot someone, I will “inflict” the most on my opponent as if I had punched him or compelled him not to pull the trigger. And without any hit or body points, a bullet does as much “damage” as a slap across the face. If certain equipment or attacks could grant the winner “double victories” or anything similar, then this could be more feasible. Then there’s the stick. In total honesty, I don’t understand the point of the stick. You can choose between injury or blacking out and missing all the action completely (thereby saving you the trouble of ever being killed by your enemies). And what if the rest of your comrades stay awake to finish the fight by holding the stick? Do you remain blacked out until they put you in a hospital bed or do you wake right back up? These are very obscure techniques which seem unable to adapt to a variety of situations or for any lengthy campaign. It definitely needs work and needs to be test thoroughly. Like I said before, nothing impossible to adjust, but there are too many questions and uncertainties in what exists at the moment. Magic It’s missing. There’s text there stating these characters have mystical powers, but there’s nothing to make them work. No minimals, no limitations. The Prophecy I agree with previous comments about the risk of conflicting prophecies – it’s risky. If the GM can find a way to make it work, terrific, but it will only be a matter of time before player start revealing theirs because we’ve all yelled at TV characters for not sharing a secret clearly important to share with others. The Ruined City Didn’t see any here, so I’m assuming there is none. All the danger exists on an ethereal level. An Ever-Present Threat Seems lost when the CIA just up and lets these guys quit their day job to pursue their prophecy. Without any hint of mysterious pizza vans parked outside their hotel rooms all night or a single cohesive prophecy, it’s just not there. The Conspiracy just seems like a bunch of guys banding together to act spooky and be protagonists but are still working on a slogan. Overall There’s a lot of pieces missing at the moment, but they can be expanded to make something truly sweet to play. I know it seems like dumping, but there’s still much to cover and detail before you can toss players into this setting and let them run loose without a leash. Allowing players to go unrestricted is good, but the GM needs guidance on how it all works with more detailed rules, concepts, and examples before giving it a shot. [/QUOTE]
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