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<blockquote data-quote="Jaeger" data-source="post: 9723433" data-attributes="member: 27996"><p>I am currently running a Vaesen campaign; I am 34 sessions in, with each session being about 4 hours. And still ongoing.</p><p></p><p>I have opinions.</p><p></p><p>The Vaesen iteration of the YZE was clearly not intended to run campaigns this long. I had to double the XP requirements for both PC's and the Castle for advancements. And I should have done it after the first 5-6 sessions.</p><p></p><p>The d6 system is harsh for chances of success in pools below 7-8 dice, and it can be swingy. PC's need to roleplay out as much as they can, and take advantage of all the equipment bonuses that they can. The dice are not the PC's friend.</p><p></p><p>Hiding clues in published adventures behind multiple successes is nonsensical.</p><p></p><p>Combat can be swingy/keystone cops when it happens due to the low success rate. PC's can be reluctant to push, because you immediately give yourself penalties to all future rolls until you can heal. No first aid rules. The Critical hit charts have times for mental and physical consequences to take effect that are completely irrelevant during actual play.</p><p></p><p>I have done a slight mod to the die system, and introduced a timing system similar to the blade runner rpg for investigations, adjusted the critical hit charts, and am now satisfied on how they address the issues that I had.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 9723433, member: 27996"] I am currently running a Vaesen campaign; I am 34 sessions in, with each session being about 4 hours. And still ongoing. I have opinions. The Vaesen iteration of the YZE was clearly not intended to run campaigns this long. I had to double the XP requirements for both PC's and the Castle for advancements. And I should have done it after the first 5-6 sessions. The d6 system is harsh for chances of success in pools below 7-8 dice, and it can be swingy. PC's need to roleplay out as much as they can, and take advantage of all the equipment bonuses that they can. The dice are not the PC's friend. Hiding clues in published adventures behind multiple successes is nonsensical. Combat can be swingy/keystone cops when it happens due to the low success rate. PC's can be reluctant to push, because you immediately give yourself penalties to all future rolls until you can heal. No first aid rules. The Critical hit charts have times for mental and physical consequences to take effect that are completely irrelevant during actual play. I have done a slight mod to the die system, and introduced a timing system similar to the blade runner rpg for investigations, adjusted the critical hit charts, and am now satisfied on how they address the issues that I had. [/QUOTE]
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