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GODLIKE: Any good?
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<blockquote data-quote="Arrgh! Mark!" data-source="post: 3773409" data-attributes="member: 14559"><p>I pretty much agree with HEAP. The setting is entirely awesome, well crafted, and while I don't have wild talents (Sold out or something... darn it) I have to disagree with the notion that it is only a single game setting, simply because my players were scrambling for more.</p><p></p><p></p><p>Issues:</p><p></p><p>1. Combat works fine in small team scenarios if you think about how to describe combat. Describing it as a turn basis doesn't work, really; having people sit around the table in the right order is the only way. Have a group of bad guys and things get hectic fast and the major issue is more along the lines of "So.. you got three width.. you actually shot this guy before another character moved, which means his action, which he has already states, didn't happen?"</p><p></p><p>It's not really so bad as that, but when squads or what not are involved that sort of thing can happen.</p><p></p><p>2. WW2 first, superheroes second. Making that mistake in game means dead characters. The way I got around that was to force all players to create subtle powers; no big blasty rays. Watching Band of Brothers is neccesary; make the PC's a squad of infantry with some special powers - they really feel like it's more WW2 that way. </p><p></p><p>I didn't have that problem with the Ubermench mind you.</p><p></p><p>3. WW2 first, superheroes second. You lose the point of the game if you have the heroes flying around punching each other with light blasts; you must show the theme and feel of WW2.</p><p></p><p>While our First Australian Talent Group was just realising it had powers, they were also quintessentially Aussie - the hardbitten Sarge who survived Gallipoli, the sydney-sider ex-burglar, the 15 year old farmboy with a gun from woolongong, the port melbourne labour voter and the pretentious sydney artist who got into it because he couldn't afford to live on art. My players went and found old photos of soldiers to show their PC faces and really got into it. </p><p></p><p>"Troupe" play is neccesary. The fellow who played Sarge also had about six other, more expendable characters who bit the dust - none overly characterised, but good to inherit a bullet meant for Sarge for instance. </p><p></p><p>4. Adventures: One of the issues my PC's had is that they were often having just as much fun whinging about the chlorinated tea I forced them to gulp down (With actual strong tea in game) and talking to other soldiers as when they were dealing with German patrols. GODLIKE can be a campaign but only if other soldiers are accesible and there are issues to deal with there as well as on the front line. These issues, like helping a nervous soldier, or consoling a husband who's wife left him are just as important to the war as the killing ze Germans. (Africa conflict.)</p><p></p><p></p><p></p><p>Sorry, I got carried away. GODLIKE rocks; with a few rules additions (and some of the extra rules on the site) and smart thinking, Players can really have fun.</p><p></p><p></p><p>EDIT: Not six at the one time. Six characters who died.</p></blockquote><p></p>
[QUOTE="Arrgh! Mark!, post: 3773409, member: 14559"] I pretty much agree with HEAP. The setting is entirely awesome, well crafted, and while I don't have wild talents (Sold out or something... darn it) I have to disagree with the notion that it is only a single game setting, simply because my players were scrambling for more. Issues: 1. Combat works fine in small team scenarios if you think about how to describe combat. Describing it as a turn basis doesn't work, really; having people sit around the table in the right order is the only way. Have a group of bad guys and things get hectic fast and the major issue is more along the lines of "So.. you got three width.. you actually shot this guy before another character moved, which means his action, which he has already states, didn't happen?" It's not really so bad as that, but when squads or what not are involved that sort of thing can happen. 2. WW2 first, superheroes second. Making that mistake in game means dead characters. The way I got around that was to force all players to create subtle powers; no big blasty rays. Watching Band of Brothers is neccesary; make the PC's a squad of infantry with some special powers - they really feel like it's more WW2 that way. I didn't have that problem with the Ubermench mind you. 3. WW2 first, superheroes second. You lose the point of the game if you have the heroes flying around punching each other with light blasts; you must show the theme and feel of WW2. While our First Australian Talent Group was just realising it had powers, they were also quintessentially Aussie - the hardbitten Sarge who survived Gallipoli, the sydney-sider ex-burglar, the 15 year old farmboy with a gun from woolongong, the port melbourne labour voter and the pretentious sydney artist who got into it because he couldn't afford to live on art. My players went and found old photos of soldiers to show their PC faces and really got into it. "Troupe" play is neccesary. The fellow who played Sarge also had about six other, more expendable characters who bit the dust - none overly characterised, but good to inherit a bullet meant for Sarge for instance. 4. Adventures: One of the issues my PC's had is that they were often having just as much fun whinging about the chlorinated tea I forced them to gulp down (With actual strong tea in game) and talking to other soldiers as when they were dealing with German patrols. GODLIKE can be a campaign but only if other soldiers are accesible and there are issues to deal with there as well as on the front line. These issues, like helping a nervous soldier, or consoling a husband who's wife left him are just as important to the war as the killing ze Germans. (Africa conflict.) Sorry, I got carried away. GODLIKE rocks; with a few rules additions (and some of the extra rules on the site) and smart thinking, Players can really have fun. EDIT: Not six at the one time. Six characters who died. [/QUOTE]
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