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<blockquote data-quote="Stumblewyk" data-source="post: 6034948" data-attributes="member: 67606"><p>I'm a big fan of the system. I've played in one short campaign that died off only because the GM felt like he got in over his head (he didn't, but he wasn't enjoying running a game, so he got out before we got TOO far in) and one one-shot game with it. I'm also about to start a message board game where I'm running a Mask of the Red Death campaign set in 1890's London using the Dresden Files RPG rules.</p><p></p><p>The big draw for the game isn't combat, and it isn't the skill system. It's role playing, pure and simple. From the very beginning, the game gives you roughly a bajillion excuses for your characters to know (and likely <em>like</em>) each other. Character and party creation actually feels organic. You have a reason to know and work with each other. My Pure Mortal tech geek was the secretive bakery-themed wizard's boyfriend, and was the "how in the hell does this world work?"-contact for the party's White Court vampire. I was also the info dealer for the party's clued-in private investigator. My girlfriend/party White Council Wizard was the master to the party's sorcerer, who also just happened to be my professor at the local community college where I audited a Paranormal Studies class.</p><p></p><p>I was so motivated by the character and party generation, that I made a Twitter account and blog for my PC. I live-Tweeted our game sessions, in character. I never had more fun.</p><p></p><p>The system requires RP buy-in from everyone at the table. If you can get it, you will enjoy the heck out of the game. It does require a capable GM, who is willing to hand-wave stuff, or just say "I've got GM fiat, and THIS is how things go down." If you've got a weak GM, I can see the game system letting things fall to pieces since you don't have the framework of an all-encompassing ruleset to fall back on.</p></blockquote><p></p>
[QUOTE="Stumblewyk, post: 6034948, member: 67606"] I'm a big fan of the system. I've played in one short campaign that died off only because the GM felt like he got in over his head (he didn't, but he wasn't enjoying running a game, so he got out before we got TOO far in) and one one-shot game with it. I'm also about to start a message board game where I'm running a Mask of the Red Death campaign set in 1890's London using the Dresden Files RPG rules. The big draw for the game isn't combat, and it isn't the skill system. It's role playing, pure and simple. From the very beginning, the game gives you roughly a bajillion excuses for your characters to know (and likely [i]like[/i]) each other. Character and party creation actually feels organic. You have a reason to know and work with each other. My Pure Mortal tech geek was the secretive bakery-themed wizard's boyfriend, and was the "how in the hell does this world work?"-contact for the party's White Court vampire. I was also the info dealer for the party's clued-in private investigator. My girlfriend/party White Council Wizard was the master to the party's sorcerer, who also just happened to be my professor at the local community college where I audited a Paranormal Studies class. I was so motivated by the character and party generation, that I made a Twitter account and blog for my PC. I live-Tweeted our game sessions, in character. I never had more fun. The system requires RP buy-in from everyone at the table. If you can get it, you will enjoy the heck out of the game. It does require a capable GM, who is willing to hand-wave stuff, or just say "I've got GM fiat, and THIS is how things go down." If you've got a weak GM, I can see the game system letting things fall to pieces since you don't have the framework of an all-encompassing ruleset to fall back on. [/QUOTE]
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