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Looking for Thoughts & Opinions on Steampunk Games (with Poll)
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<blockquote data-quote="Yaguara" data-source="post: 6061572" data-attributes="member: 6703721"><p>Victoriana uses the Heresy Game Mechanic which I don't particularly care for. Another game that uses the same mechanic is Abney Park's Airship Pirates which is a sort of post-apocalypse/steampunk hybrid setting with a bit of time travel thrown into to confuse things. I like much of the setting (although not how it got there) and I think it has some real promise. I really like the HEX rules and would port the best parts of Airship Pirates to HEX if I had enough players who were interested in a steampunk game.</p><p></p><p>The problem with Heresy is that it puts too much authority in the hands of random dice rolls. The basic mechanic is that the player has a pool of d6s that they roll for task resolution. A 1 or a 6 is a success and the more successes the better. Here is the part that I don't like. The GM doesn't set a target number of successes - they assign a number of what are basically penalty dice to the player's dice roll. They call them "black dice" but they can be any color other than the one the player would normally use. These dice are added to the pool of dice the player rolls but each success on a black die subtracts a success from the player's normal successes. My objection is two fold - 1) I don't like rolling crap loads of dice and 2) I don't like surrendering so much narrative authority to random chance.</p><p></p><p>I have not played Leagues of Adventure myself but I would advise going with a game mechanic you trust over all other considerations. Setting and set-dressing like fantasy versus alt-history are simple enough to develop on your own or port from another game. HEX is a nice, flexible system that includes reasonably balanced rules for some fantasy elements. The goal is to have a mechanic you trust enough to become intuitive so you can focus your attention on the setting, characters, and plot.</p></blockquote><p></p>
[QUOTE="Yaguara, post: 6061572, member: 6703721"] Victoriana uses the Heresy Game Mechanic which I don't particularly care for. Another game that uses the same mechanic is Abney Park's Airship Pirates which is a sort of post-apocalypse/steampunk hybrid setting with a bit of time travel thrown into to confuse things. I like much of the setting (although not how it got there) and I think it has some real promise. I really like the HEX rules and would port the best parts of Airship Pirates to HEX if I had enough players who were interested in a steampunk game. The problem with Heresy is that it puts too much authority in the hands of random dice rolls. The basic mechanic is that the player has a pool of d6s that they roll for task resolution. A 1 or a 6 is a success and the more successes the better. Here is the part that I don't like. The GM doesn't set a target number of successes - they assign a number of what are basically penalty dice to the player's dice roll. They call them "black dice" but they can be any color other than the one the player would normally use. These dice are added to the pool of dice the player rolls but each success on a black die subtracts a success from the player's normal successes. My objection is two fold - 1) I don't like rolling crap loads of dice and 2) I don't like surrendering so much narrative authority to random chance. I have not played Leagues of Adventure myself but I would advise going with a game mechanic you trust over all other considerations. Setting and set-dressing like fantasy versus alt-history are simple enough to develop on your own or port from another game. HEX is a nice, flexible system that includes reasonably balanced rules for some fantasy elements. The goal is to have a mechanic you trust enough to become intuitive so you can focus your attention on the setting, characters, and plot. [/QUOTE]
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