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Dragon Age RPG review
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<blockquote data-quote="migo" data-source="post: 5121428" data-attributes="member: 29096"><p>Good review, I had pretty much similar sentiments on reading it. A couple quibbles about your quibbles though. Of course your points are valid, but if you dig a bit deeper you can find some reasonable solutions.</p><p></p><p>As far as random character creation goes, it does say no player should be forced to play a character he's unhappy with, and should be able to retire his character and create a new one at the same level. So basically, take the rolls you get to start, play, learn the game, then if it really doesn't suit you, make a new character. It even says make it at the same level - so get through to level 2, retire, make a new character and it comes in at level 2. You're not penalised for it at all. </p><p></p><p>About what a suitable encounter is, you're right it was absent, but you can draw that out of the sample adventure and how XP is awarded. An easy encounter is 100XP, an average one is 200XP and a hard one is 300XP - this is more based on the outcome, so if the players roll well then it might be just 100XP, and bad luck with a supposedly easy encounter would bring 300XP. That in itself gives the GM more flexibility for designing an appropriate encounter. There's also the thing from the adventure of having PCs + 1 adversaries or PCs x 2 adversaries. You scale it that way - and if it's a particularly easy or difficult encounter based on the adversaries chosen, you go back to the XP that's handed out. In the section of GMing styles, it also touches on this with the adversarial style in terms of giving the players the option to run if something is too dangerous. </p><p></p><p>I had to draw from 3 points in the book to offer a solution, so especially for new GMs that might be a real problem, but it's also likely that with some work and reading through they'd come up with a good solution.</p><p></p><p>I also felt having the discussion of responsibilities and dealing with problems up front was appropriate, although I also agree that it was a bit overwhelming. It's important for the GMs to read that. If they miss the rules section, but at least get the good advice up front things won't crash and burn. If on the other hand they half ass it and only read the rules because that's up front, it could be a lot more serious.</p></blockquote><p></p>
[QUOTE="migo, post: 5121428, member: 29096"] Good review, I had pretty much similar sentiments on reading it. A couple quibbles about your quibbles though. Of course your points are valid, but if you dig a bit deeper you can find some reasonable solutions. As far as random character creation goes, it does say no player should be forced to play a character he's unhappy with, and should be able to retire his character and create a new one at the same level. So basically, take the rolls you get to start, play, learn the game, then if it really doesn't suit you, make a new character. It even says make it at the same level - so get through to level 2, retire, make a new character and it comes in at level 2. You're not penalised for it at all. About what a suitable encounter is, you're right it was absent, but you can draw that out of the sample adventure and how XP is awarded. An easy encounter is 100XP, an average one is 200XP and a hard one is 300XP - this is more based on the outcome, so if the players roll well then it might be just 100XP, and bad luck with a supposedly easy encounter would bring 300XP. That in itself gives the GM more flexibility for designing an appropriate encounter. There's also the thing from the adventure of having PCs + 1 adversaries or PCs x 2 adversaries. You scale it that way - and if it's a particularly easy or difficult encounter based on the adversaries chosen, you go back to the XP that's handed out. In the section of GMing styles, it also touches on this with the adversarial style in terms of giving the players the option to run if something is too dangerous. I had to draw from 3 points in the book to offer a solution, so especially for new GMs that might be a real problem, but it's also likely that with some work and reading through they'd come up with a good solution. I also felt having the discussion of responsibilities and dealing with problems up front was appropriate, although I also agree that it was a bit overwhelming. It's important for the GMs to read that. If they miss the rules section, but at least get the good advice up front things won't crash and burn. If on the other hand they half ass it and only read the rules because that's up front, it could be a lot more serious. [/QUOTE]
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