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How Dragonbane Pointed out the Clashing Desires of My Gaming Group
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<blockquote data-quote="aramis erak" data-source="post: 9453807" data-attributes="member: 6779310"><p>Warhammer's rules are dead simple for wargames. It's the Entry Level with loads of lore.</p><p></p><p>And several OOP titles that are perfectly suited for small group play...</p><p>Necromunda - gangs in a hive on a hive world. Doing it as one gang for players vs GM gang...</p><p>Mordheim - set in the WFRP world. Otherwise, it's low tech necromunda</p><p>Gorka Morka - Goblins. Mostly compatible mechanically with Necromunda.</p><p>Inquisitor - generic 40k, but detailed character damage mechanics. Uses D100 instead of d6... Almost, but not quite, to being a proper RPG.</p><p></p><p>All are intended for "Narrative Campaigns"... with tactical battles as minis wargames. Adapting them to gridded play is simple.</p><p></p><p>If you don't want to print pirate versions of the Inquisitor 52mm figs, use 28's and cut ranges in half.</p><p></p><p>Also, further back... Space Hulk, Space Crusade, HeroQuest, Advanced HeroQuest.</p><p></p><p>There's much derision of Deluxe by the OSR crowd, but Deluxe is a smoother experience.</p><p>That said, 5th is available on Drive Thru (as are 1st, 4th, and Deluxe)...</p><p></p><p>But I'd honestly recommend Monsters! Monsters! deluxe ed — 2.7 is the numbering — as the huge array of kindreds to pick from, each with a special ability, makes each cahracter unique. Its still T&T mechanics, for good and bad...</p><p></p><p>The problem with T&T — and M!M! — is the extreme blandness of combat if they don't use "stunts" (aka Stupid PC Tricks), and if the GM doesn't allow breaking a combat scene into multiple separate fights based upon who is where in relation to others. </p><p></p><p>Further, there is no balancing fights in T&T/M!M!... due to the expectations of stunting, your best bet is average combat total... Without stunting, anything less than 80% of the PCs is a speedbump; anything more than about 125% makes the PCs the monsters' speedbump. Stunting can swng that a lot. There's a lot unsaid in all editions of T&T... such as balancing encounters, how to adjudicate effects of failed saves (There's a rule in one adventure that each two points of stunt fail is 1 point of past-the-armor damage, for example. I've oft used that in play.)</p><p></p><p>Once one gets players using stunts, that balance goes away. But the game also gets more fun.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9453807, member: 6779310"] Warhammer's rules are dead simple for wargames. It's the Entry Level with loads of lore. And several OOP titles that are perfectly suited for small group play... Necromunda - gangs in a hive on a hive world. Doing it as one gang for players vs GM gang... Mordheim - set in the WFRP world. Otherwise, it's low tech necromunda Gorka Morka - Goblins. Mostly compatible mechanically with Necromunda. Inquisitor - generic 40k, but detailed character damage mechanics. Uses D100 instead of d6... Almost, but not quite, to being a proper RPG. All are intended for "Narrative Campaigns"... with tactical battles as minis wargames. Adapting them to gridded play is simple. If you don't want to print pirate versions of the Inquisitor 52mm figs, use 28's and cut ranges in half. Also, further back... Space Hulk, Space Crusade, HeroQuest, Advanced HeroQuest. There's much derision of Deluxe by the OSR crowd, but Deluxe is a smoother experience. That said, 5th is available on Drive Thru (as are 1st, 4th, and Deluxe)... But I'd honestly recommend Monsters! Monsters! deluxe ed — 2.7 is the numbering — as the huge array of kindreds to pick from, each with a special ability, makes each cahracter unique. Its still T&T mechanics, for good and bad... The problem with T&T — and M!M! — is the extreme blandness of combat if they don't use "stunts" (aka Stupid PC Tricks), and if the GM doesn't allow breaking a combat scene into multiple separate fights based upon who is where in relation to others. Further, there is no balancing fights in T&T/M!M!... due to the expectations of stunting, your best bet is average combat total... Without stunting, anything less than 80% of the PCs is a speedbump; anything more than about 125% makes the PCs the monsters' speedbump. Stunting can swng that a lot. There's a lot unsaid in all editions of T&T... such as balancing encounters, how to adjudicate effects of failed saves (There's a rule in one adventure that each two points of stunt fail is 1 point of past-the-armor damage, for example. I've oft used that in play.) Once one gets players using stunts, that balance goes away. But the game also gets more fun. [/QUOTE]
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