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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1934667" data-attributes="member: 12332"><p>Weird, sorry it didn't work the first time. I just copy-pasted from an open window, when I went there to make sure it still worked before I posted it up for people. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>As to SAVAGE WORLDS: I ran a game of that from their test-drive rules just a few days ago ... was pretty sweet. My wife and brother in law were desirous of some fun and wacky-brutal zombie killing and that system seemed very nicely suited for it. Decent rules for called shots (shotgun to the head, zombie? Don't mind if I do) and a very very fast and smooth system. I'd like to buy the full book now and continue some games of that. I stole Talien's "National Center for Reanimation Prevention and Control" and turned it into the hard-luck under-funded secret government agency for zombie elimination and research. No 5000 dollar toilet seats funding THAT project. </p><p></p><p>As for brilliant game philosophy hampered by bad mechanics ... my wife got me a copy of GODLIKE recently, got to run some of that. Fell in love with the setting, fell in love with the Will system and character creation ... absolutely cannot STAND the way combat runs. It's a great, gritty system where even super-men can take a bullet in the head and go down instantly, but the "Initiative" system is horrible. Beyond 4 individuals in a combat and you get piles of dice and ten minutes trying to figure out who declared first and got the widest set and tallest set an did the German get me before I got him and did my Gobble Dice reduce his width so that Bob's shot took the Kraut before he put one through my eye ... oi fricken vey. It's meant to be a troupe-style game, but running a squad is impossible. I'd play that game every day if it weren't for that one aspect: combat initiative.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1934667, member: 12332"] Weird, sorry it didn't work the first time. I just copy-pasted from an open window, when I went there to make sure it still worked before I posted it up for people. :) As to SAVAGE WORLDS: I ran a game of that from their test-drive rules just a few days ago ... was pretty sweet. My wife and brother in law were desirous of some fun and wacky-brutal zombie killing and that system seemed very nicely suited for it. Decent rules for called shots (shotgun to the head, zombie? Don't mind if I do) and a very very fast and smooth system. I'd like to buy the full book now and continue some games of that. I stole Talien's "National Center for Reanimation Prevention and Control" and turned it into the hard-luck under-funded secret government agency for zombie elimination and research. No 5000 dollar toilet seats funding THAT project. As for brilliant game philosophy hampered by bad mechanics ... my wife got me a copy of GODLIKE recently, got to run some of that. Fell in love with the setting, fell in love with the Will system and character creation ... absolutely cannot STAND the way combat runs. It's a great, gritty system where even super-men can take a bullet in the head and go down instantly, but the "Initiative" system is horrible. Beyond 4 individuals in a combat and you get piles of dice and ten minutes trying to figure out who declared first and got the widest set and tallest set an did the German get me before I got him and did my Gobble Dice reduce his width so that Bob's shot took the Kraut before he put one through my eye ... oi fricken vey. It's meant to be a troupe-style game, but running a squad is impossible. I'd play that game every day if it weren't for that one aspect: combat initiative. --fje [/QUOTE]
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