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Legends of Anglerre
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<blockquote data-quote="Vicente" data-source="post: 6128451" data-attributes="member: 5101"><p>I like LoA a lot, and I have played 3 very good sessions, one of them with DnD players and another two with a group that loves trying new systems (and LoA was our way of testing FATE).</p><p></p><p>My experience with the game:</p><p></p><p>- The book organization is horrible.</p><p>- There are too many stunts (and that's a pain, because some of my players can't read English and explaining them was miserable for me). This made character generation take longer than expected <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p>- Magic skills are a very good way of adding flavor to a character and they don't feel overpowered.</p><p>- Combat is very fun, at least for us more fun than 4e, but most of the players I played with prefer very free-form combat systems and don't like deep tactical combat, so the concept of zones is concrete enough for their tastes.</p><p></p><p>I also remember that with the second group, which had seven players, I struggled trying to remember all the aspects they had and offering compels. But I don't think that's a LoA problem, it's more a FATE issues combined with myself being a new GM for FATE and having too many players (the first group was only two players and it worked much better).</p><p></p><p>Regards!</p></blockquote><p></p>
[QUOTE="Vicente, post: 6128451, member: 5101"] I like LoA a lot, and I have played 3 very good sessions, one of them with DnD players and another two with a group that loves trying new systems (and LoA was our way of testing FATE). My experience with the game: - The book organization is horrible. - There are too many stunts (and that's a pain, because some of my players can't read English and explaining them was miserable for me). This made character generation take longer than expected :( - Magic skills are a very good way of adding flavor to a character and they don't feel overpowered. - Combat is very fun, at least for us more fun than 4e, but most of the players I played with prefer very free-form combat systems and don't like deep tactical combat, so the concept of zones is concrete enough for their tastes. I also remember that with the second group, which had seven players, I struggled trying to remember all the aspects they had and offering compels. But I don't think that's a LoA problem, it's more a FATE issues combined with myself being a new GM for FATE and having too many players (the first group was only two players and it worked much better). Regards! [/QUOTE]
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