Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
[Game a Day 14] Recon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="HellHound" data-source="post: 2832106" data-attributes="member: 3397"><p>Recon (or Revised Recon) was the only Palladium RPG we ever played (or read) that did not use the Palladium D&D-like house system. Recon is also the only Vietnam War oriented RPG that I’ve ever seen. Sure, there are other games that allowed you to play games in the same setting, but none were designed from the ground up to be exclusively for use with the Vietnam War.</p><p></p><p>A large part of my RPG collection focuses on modern military simulationist games such as Recon, MERC, Twilight 2000, Phoenix Command, Delta Force and so on. Recon was the first of these that I ever actually ran, however. The game itself was licensed from another company, who had released the original game several years before, although the version by Palladium simplified a lot of the combat modifiers from matrices of bonuses and penalties into base situational bonuses based on the circumstances of a firefight.</p><p></p><p>The game system was all d% based, and a character had very few stats. The simple system and the few stats resulted in some characters being incredibly better than others, but the high lethality of the system tended to balance things out, with guns routinely doing 30-50 points of damage to characters that had typically 50-80 hit points. Explosives were particularly deadly, with each having a variety of ranges where they caused instant death, or just damage, or a chance of taking damage from flying fragments.</p><p></p><p>The book made a decent effort of explaining special forces operations, team composition and so on as well as the environment where they operated in Vietnam – although the material was definitely written with an “us versus them” attitude regarding U.S. Special Forces and the opposition, the Viet Cong. The adventures in the book were a nice starting point for GMs that didn’t have a strong knowledge of the setting, before taking the book out for a spin in homebrew situations. Again, this is something I miss from a lot of older RPGs – a variety of adventures included in each book that helps set the tone of the game as well as showcasing the systems used in the game.</p><p></p><p>However, we only actually played Revised Recon one time. One very long time, but only the once. We were playing in the small camping trailer, on the farm, in the middle of summer. The group was my older High School gaming group – the same group from my Top Secret and Villains and Vigilantes campaigns – Gabe and Luc, Kristin, Steve, Shawn and myself. The game started out pretty good, running through the modules and scenarios provided in the book, and inserting some additional scenes out of various movies. We had an average of one dead character per two missions, and some gruesome injuries that involved humping the wounded soldiers through miles of jungles and swamps to get to an evac...</p><p></p><p>The game got pretty intense after a while. We ended up going to sleep at 6am, after sunrise. We woke up around 9:30, and it was HOT and HUMID and the air was thick with bugs. It was perfect. We started again. By the time midnight rolled around on the second day, we were all wired on caffeine and sleep deprivation, and the scenes had gotten quite intense. Not just the characters, but the players started losing their cool when things got weird. By three AM, we had some serious problems. One player was hiding under the bed in the trailer, we all had cammo face paint on, and the crickets were very loud.</p><p></p><p>The scene was right out of Apocalypse Now, we were getting too uptight, and shooting at anything, but were desperately low on ammo. The acting C.O. is whispering to everyone to hold fire, and confirm all targets before firing (we had just shot one of our own team about an hour earlier). Then the sniper player started firing at anything that moved. Not a "I shoot everything that moves" thing, but a "the tree down by the river sways in the breeze, the shadows are looking weird underneath it, could be someone moving from tree to tree" "I shoot"... "someone comes running out of the hut on the far side of the river at the sound of the shot" "I shoot". Then the acting C.O is trying to get the sniper under control, without getting shot, and that's when they finally make contact with the Viet Cong.</p><p></p><p>Suddenly Shawn jumps up from under the bed, with a marker in hand, is suddenly behind the player playing the sniper, draws a black line across his throat, and then runs away into the night. Not in the game, but for real. And everyone goes into full panic, with random gunfire, screaming and all the good stuff that spells the end of a jungle mission.</p><p></p><p>We never played the game again. I'm sure it could never actually compare to playing the games wired up on caffeine with only three hours and change of sleep. The most intense game of my life. Talk about role-playing.</p><p></p><p>I'm just glad Shawn didn't decide to slit my throat instead of Kristin's. It was a permanent marker.</p></blockquote><p></p>
[QUOTE="HellHound, post: 2832106, member: 3397"] Recon (or Revised Recon) was the only Palladium RPG we ever played (or read) that did not use the Palladium D&D-like house system. Recon is also the only Vietnam War oriented RPG that I’ve ever seen. Sure, there are other games that allowed you to play games in the same setting, but none were designed from the ground up to be exclusively for use with the Vietnam War. A large part of my RPG collection focuses on modern military simulationist games such as Recon, MERC, Twilight 2000, Phoenix Command, Delta Force and so on. Recon was the first of these that I ever actually ran, however. The game itself was licensed from another company, who had released the original game several years before, although the version by Palladium simplified a lot of the combat modifiers from matrices of bonuses and penalties into base situational bonuses based on the circumstances of a firefight. The game system was all d% based, and a character had very few stats. The simple system and the few stats resulted in some characters being incredibly better than others, but the high lethality of the system tended to balance things out, with guns routinely doing 30-50 points of damage to characters that had typically 50-80 hit points. Explosives were particularly deadly, with each having a variety of ranges where they caused instant death, or just damage, or a chance of taking damage from flying fragments. The book made a decent effort of explaining special forces operations, team composition and so on as well as the environment where they operated in Vietnam – although the material was definitely written with an “us versus them” attitude regarding U.S. Special Forces and the opposition, the Viet Cong. The adventures in the book were a nice starting point for GMs that didn’t have a strong knowledge of the setting, before taking the book out for a spin in homebrew situations. Again, this is something I miss from a lot of older RPGs – a variety of adventures included in each book that helps set the tone of the game as well as showcasing the systems used in the game. However, we only actually played Revised Recon one time. One very long time, but only the once. We were playing in the small camping trailer, on the farm, in the middle of summer. The group was my older High School gaming group – the same group from my Top Secret and Villains and Vigilantes campaigns – Gabe and Luc, Kristin, Steve, Shawn and myself. The game started out pretty good, running through the modules and scenarios provided in the book, and inserting some additional scenes out of various movies. We had an average of one dead character per two missions, and some gruesome injuries that involved humping the wounded soldiers through miles of jungles and swamps to get to an evac... The game got pretty intense after a while. We ended up going to sleep at 6am, after sunrise. We woke up around 9:30, and it was HOT and HUMID and the air was thick with bugs. It was perfect. We started again. By the time midnight rolled around on the second day, we were all wired on caffeine and sleep deprivation, and the scenes had gotten quite intense. Not just the characters, but the players started losing their cool when things got weird. By three AM, we had some serious problems. One player was hiding under the bed in the trailer, we all had cammo face paint on, and the crickets were very loud. The scene was right out of Apocalypse Now, we were getting too uptight, and shooting at anything, but were desperately low on ammo. The acting C.O. is whispering to everyone to hold fire, and confirm all targets before firing (we had just shot one of our own team about an hour earlier). Then the sniper player started firing at anything that moved. Not a "I shoot everything that moves" thing, but a "the tree down by the river sways in the breeze, the shadows are looking weird underneath it, could be someone moving from tree to tree" "I shoot"... "someone comes running out of the hut on the far side of the river at the sound of the shot" "I shoot". Then the acting C.O is trying to get the sniper under control, without getting shot, and that's when they finally make contact with the Viet Cong. Suddenly Shawn jumps up from under the bed, with a marker in hand, is suddenly behind the player playing the sniper, draws a black line across his throat, and then runs away into the night. Not in the game, but for real. And everyone goes into full panic, with random gunfire, screaming and all the good stuff that spells the end of a jungle mission. We never played the game again. I'm sure it could never actually compare to playing the games wired up on caffeine with only three hours and change of sleep. The most intense game of my life. Talk about role-playing. I'm just glad Shawn didn't decide to slit my throat instead of Kristin's. It was a permanent marker. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Game a Day 14] Recon
Top