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Holler (SWADE) Post-Mortem
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<blockquote data-quote="Retreater" data-source="post: 9198348" data-attributes="member: 42040"><p>The combat handouts were "too confusing" and the players refused them. I did the raise calculations on the whiteboard behind me like a darned math professor, breaking down most important rolls. And it was exhausting. Deducting their Toughness from my AP, having to show my work to explain how wounds are calculated.</p><p>Another part of the exhaustion was the organization of the SWADE book, which for some reason didn't feel intuitive at all - I couldn't find what I needed even in the index. And then I was also flipping through Holler and needed to have 3-4 different pages marked (3 NPC stat blocks, 1 adventure text) and then looking at powers in another area - in another book. Tracking initiative for 3 wildcards and 1 group of extras, having four different cards laying against my GM screen while trying to keep up with the cards of 8 players (who would sometime put them under their character sheets) - passing out all those cards every round. </p><p>Then tracking wounds and the death spiral, remembering to give out Bennies for hindrances, needing a near encyclopedic knowledge of combat edges for enemy wildcards (which honestly, I just started ignoring, because that's like 9 edges you have to remember in a given combat). </p><p>Fast? Furious? Fun? Hardly! </p><p>In what world do these describe SWADE? Yes, I understand I averaged 5-6 players, but that's not a ridiculous number of players. The core problem of book flipping (throughout multiple books, multiple chapters in each book), keeping up with 3 wildcards that are just as complex as full characters, and that dividing by 4 (really, how many of us work in units of 4 on a daily basis?)</p></blockquote><p></p>
[QUOTE="Retreater, post: 9198348, member: 42040"] The combat handouts were "too confusing" and the players refused them. I did the raise calculations on the whiteboard behind me like a darned math professor, breaking down most important rolls. And it was exhausting. Deducting their Toughness from my AP, having to show my work to explain how wounds are calculated. Another part of the exhaustion was the organization of the SWADE book, which for some reason didn't feel intuitive at all - I couldn't find what I needed even in the index. And then I was also flipping through Holler and needed to have 3-4 different pages marked (3 NPC stat blocks, 1 adventure text) and then looking at powers in another area - in another book. Tracking initiative for 3 wildcards and 1 group of extras, having four different cards laying against my GM screen while trying to keep up with the cards of 8 players (who would sometime put them under their character sheets) - passing out all those cards every round. Then tracking wounds and the death spiral, remembering to give out Bennies for hindrances, needing a near encyclopedic knowledge of combat edges for enemy wildcards (which honestly, I just started ignoring, because that's like 9 edges you have to remember in a given combat). Fast? Furious? Fun? Hardly! In what world do these describe SWADE? Yes, I understand I averaged 5-6 players, but that's not a ridiculous number of players. The core problem of book flipping (throughout multiple books, multiple chapters in each book), keeping up with 3 wildcards that are just as complex as full characters, and that dividing by 4 (really, how many of us work in units of 4 on a daily basis?) [/QUOTE]
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