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<blockquote data-quote="olshanski" data-source="post: 5483130" data-attributes="member: 7441"><p>How would it help? I am not trying to be obtuse.</p><p>I don't think any actual-play will help people understand the rules, it may be possible. There is a fairly detailed blow-by-blow combat over 2 pages that shows how to use the rules. </p><p></p><p>If an actual play would encourage people to substitute this for their own game... I don't think I'm ready to go there yet. There is no bestiary, and supplemental rules still needed for things like underwater combat, flying monsters, and mounted combat.</p><p></p><p>In actuality, I've played 2 published adventures. They were the usual comedy of errors, bravado, and BS that most game sessions are about. The game played like D&D, with less focus on combat than 4E, and less focus on skills than 3E. </p><p>The games progressed much faster than my usual 3.x and 4E D&D sessions. They were more satisfying from a character perspective. However, the rules for the playtest were roll-under, and I had two rolls being rolled together, and two of my players had a huge problem conflating the 2x1d10 dice rolls with a d% roll. I updated the game to roll-over and made the rolling more explicitly 2x1d10 instead of 2d10.</p><p>The real meat of the game came from the published adventures, not from the ruleset. The rules were incidental to the fun.... but that's how I think rules should work.</p><p></p><p>I've never been a fan of reading "actual play", and I've never written an "actual play", so I clearly don't understand the draw.</p></blockquote><p></p>
[QUOTE="olshanski, post: 5483130, member: 7441"] How would it help? I am not trying to be obtuse. I don't think any actual-play will help people understand the rules, it may be possible. There is a fairly detailed blow-by-blow combat over 2 pages that shows how to use the rules. If an actual play would encourage people to substitute this for their own game... I don't think I'm ready to go there yet. There is no bestiary, and supplemental rules still needed for things like underwater combat, flying monsters, and mounted combat. In actuality, I've played 2 published adventures. They were the usual comedy of errors, bravado, and BS that most game sessions are about. The game played like D&D, with less focus on combat than 4E, and less focus on skills than 3E. The games progressed much faster than my usual 3.x and 4E D&D sessions. They were more satisfying from a character perspective. However, the rules for the playtest were roll-under, and I had two rolls being rolled together, and two of my players had a huge problem conflating the 2x1d10 dice rolls with a d% roll. I updated the game to roll-over and made the rolling more explicitly 2x1d10 instead of 2d10. The real meat of the game came from the published adventures, not from the ruleset. The rules were incidental to the fun.... but that's how I think rules should work. I've never been a fan of reading "actual play", and I've never written an "actual play", so I clearly don't understand the draw. [/QUOTE]
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