mafisto
First Post
SSquirrel said:Ahh but you don't discount my comment of masochists on Monte's boards *grin*
Actually I think it could be interesting in the setting and storyline as well. I definitely appreciate teh flexibility of AU and will be running it in mid may (can't start sooner due to conflictin gschedules sadly) but I don't think my group would enjoy the grim n gritty rules. Altho who knows maybe they would. maybe I'll have people look at them and if they like em we'll try them out. If everyone hates em in play we'll dump em.
Honestly, if you can get everyone to at least give the rules a shot you may be in for a pleasant surprise. The rules are tough on PCs, but they're also very tough on NPCs, which can bring a real sense of excitement to the game. If you're smart, you can take on way more than you could in the core rules (hint: ambushes are awesome!) Combat isn't so much a bunch of crunching numbers ("let's see, I have 75 hit points, so should last eight rounds against this guy with a longsword...") but more of an "aw, crap, here we go again" wild ride. If you confront someone toe to toe and win you feel like major badass. And don't get me started on mages - I've never seen players so proud of their level one spells as these.
Perhaps it's not cinematic in a Conan the Barbarian way, but it's certainly cinematic in a Miyamoto Musashi way, especially at higher levels. Higher level fighters can kill with a single blow, and higher level mages elicit fear and awe from everyone. I know G&G can sound like a getting-your-ass-whooped fest, but my players have become much better tacticians and roleplayers than ever before.
Finally, with the original G&G rules there's little to change if you want to go back to core rules. Aside from Defense and Protection scores, just about everything else stays the same. In case of a pending mutiny, just recalculate a few stats and you're back to chopping away at each other like trees.
And if you do this in AU, please let us know. That would absolutely crazy and I'd love to hear how it pans out. I love the idea of a non-level (rolling?) playing field from the very beginning.