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D&D5e // Gamma World at GaryCon
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<blockquote data-quote="exile" data-source="post: 7364928" data-attributes="member: 20068"><p>So on Friday of Garycon, I had the opportunity to play (along with a game of Starfinder Society and Dungeon Crawl Classics celebrity game) a Star Frontiers hack of D&D5e. Mike Mearls was again DM, and this game was every bit as fun as the Gamma World hack-- which is to say a lot of fun.</p><p></p><p>We played as members of Star Law, an agency tasked with maintaining peace in the space between allied planets/stellar nations. One of our greatest threats was, of course, the Said her, a snake/worm-like alien race with psuinic powers and advanced technology, especially biotechnology.</p><p></p><p>We were tasked with investigating Space Station Tyche, a casino-station controlled by a space pirate. As it turned out the station was an entryway for mind-control drugs crafted by the Said her into the allied planets/stellar nations.</p><p></p><p>The characters were more detailed than the GW characters (they actually had classes). Mearls actually contacted us all some time prior to the game to ask if we wanted any particular type of character. I told him to make whatever, I had no preference. I really liked the character I ended up with. Ket Furloch was, as written, a human observer. He was supposed to be played as a spy and sniper. I was indeed able to do some spying/investigating with him, and when things all went to heck-- as they always do-- his special abilities let him serve admirably as a tactical rifleman. His shots were quick and/or deadly, and even when he missed, they helped set up other team members.</p><p></p><p>Speaking of team members, we had a vrusk mind (minds as a class reminded me a lot of mentats from Dune), an explosives-happy AI, a dralasite tech, and several other humans. In all we were a solid, well-rounded team. We all brought something different to the table, yet had enough overlapping secondary roles that we could often lend a hand. I often helped the dralasite tech.</p><p></p><p>Combat was quick and dangerous, though we all pulled through. I believe this owes to deadlier weapons relative to HP totals. Again. I am happy to try to answer any questions.</p></blockquote><p></p>
[QUOTE="exile, post: 7364928, member: 20068"] So on Friday of Garycon, I had the opportunity to play (along with a game of Starfinder Society and Dungeon Crawl Classics celebrity game) a Star Frontiers hack of D&D5e. Mike Mearls was again DM, and this game was every bit as fun as the Gamma World hack-- which is to say a lot of fun. We played as members of Star Law, an agency tasked with maintaining peace in the space between allied planets/stellar nations. One of our greatest threats was, of course, the Said her, a snake/worm-like alien race with psuinic powers and advanced technology, especially biotechnology. We were tasked with investigating Space Station Tyche, a casino-station controlled by a space pirate. As it turned out the station was an entryway for mind-control drugs crafted by the Said her into the allied planets/stellar nations. The characters were more detailed than the GW characters (they actually had classes). Mearls actually contacted us all some time prior to the game to ask if we wanted any particular type of character. I told him to make whatever, I had no preference. I really liked the character I ended up with. Ket Furloch was, as written, a human observer. He was supposed to be played as a spy and sniper. I was indeed able to do some spying/investigating with him, and when things all went to heck-- as they always do-- his special abilities let him serve admirably as a tactical rifleman. His shots were quick and/or deadly, and even when he missed, they helped set up other team members. Speaking of team members, we had a vrusk mind (minds as a class reminded me a lot of mentats from Dune), an explosives-happy AI, a dralasite tech, and several other humans. In all we were a solid, well-rounded team. We all brought something different to the table, yet had enough overlapping secondary roles that we could often lend a hand. I often helped the dralasite tech. Combat was quick and dangerous, though we all pulled through. I believe this owes to deadlier weapons relative to HP totals. Again. I am happy to try to answer any questions. [/QUOTE]
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