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<blockquote data-quote="RenleyRenfield" data-source="post: 9739824" data-attributes="member: 7044197"><p>Yeah, the crunch is a bit different for them all, but not as much as it may seem once you are very familiar with how Momentum works. </p><p></p><p>So here are my recommendations = </p><p></p><p>- <strong>Start with Fallout </strong></p><p>The reason why is that most players will be to some degree familiar or very familiar with the setting and overall concepts. That could end up being a whole LOT less to explain. The system is simple enough, D&D 5e if not less. </p><p>It has tons of fun stuff to dig into from the game. Gun, power suits, pipboys, perks, and crafting and so on. its all there, and its all very easy to learn and use. </p><p></p><p><strong>- How to Run 2d20</strong></p><p>All 2d20 games use Momentum (some call it different term), and most all use Heat (some call it doom or whatever.) This is a pool of points the players need, so start by letting them earn it with easy rolls. <em>Build up the drama... you know... as in... build momentum.</em> <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>- Players are expected to roleplay and do lots of investigative or exploring or talky things at <strong>0 or 1 difficulty</strong> =<strong> before they every hit the 'big problems' </strong>or combats. They scout the compound, they talk to survivors, they build items for prep, etc. <strong>This is how they get Momentum for the most part.</strong> </p><p></p><p>- GMs get <strong>Heat </strong>by the player actions. Either the players give it to the GM outright for activating more dice or abilities or whatever each system uses it for. Or by rolling 20's. This is spent by the GM to alter the scene or escalate the problems. Basically the <strong>GM will create normal plots and enemies</strong> and such, <strong>erroring on the side of "too easy".</strong> And then to balance out the fights, they will<strong> spend Heat to make things more challenging</strong>. This almost entirely solves the problems with fights being unbalanced. (and it also lets you rip through a fight in case you need to speed things up)</p><p></p><p>- GM start by using all the pre-gen baddies they can find. Let the game do that hard work. You can learn to edit them or create your own later. </p><p></p><p>- Use<a href="https://modiphius.us/collections/fallout-the-roleplaying-game/products/fallout-the-roleplaying-game-quickstart-guide-pdf-free" target="_blank"><strong> pregen adventures (and if our group allows it, pregen characters for first game). </strong></a><em>(its free)</em> And then let things go off the rails. You can always spend Heat to re-introduce the plot.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9739824, member: 7044197"] Yeah, the crunch is a bit different for them all, but not as much as it may seem once you are very familiar with how Momentum works. So here are my recommendations = - [B]Start with Fallout [/B] The reason why is that most players will be to some degree familiar or very familiar with the setting and overall concepts. That could end up being a whole LOT less to explain. The system is simple enough, D&D 5e if not less. It has tons of fun stuff to dig into from the game. Gun, power suits, pipboys, perks, and crafting and so on. its all there, and its all very easy to learn and use. [B]- How to Run 2d20[/B] All 2d20 games use Momentum (some call it different term), and most all use Heat (some call it doom or whatever.) This is a pool of points the players need, so start by letting them earn it with easy rolls. [I]Build up the drama... you know... as in... build momentum.[/I] :) - Players are expected to roleplay and do lots of investigative or exploring or talky things at [B]0 or 1 difficulty[/B] =[B] before they every hit the 'big problems' [/B]or combats. They scout the compound, they talk to survivors, they build items for prep, etc. [B]This is how they get Momentum for the most part.[/B] - GMs get [B]Heat [/B]by the player actions. Either the players give it to the GM outright for activating more dice or abilities or whatever each system uses it for. Or by rolling 20's. This is spent by the GM to alter the scene or escalate the problems. Basically the [B]GM will create normal plots and enemies[/B] and such, [B]erroring on the side of "too easy".[/B] And then to balance out the fights, they will[B] spend Heat to make things more challenging[/B]. This almost entirely solves the problems with fights being unbalanced. (and it also lets you rip through a fight in case you need to speed things up) - GM start by using all the pre-gen baddies they can find. Let the game do that hard work. You can learn to edit them or create your own later. - Use[URL='https://modiphius.us/collections/fallout-the-roleplaying-game/products/fallout-the-roleplaying-game-quickstart-guide-pdf-free'][B] pregen adventures (and if our group allows it, pregen characters for first game). [/B][/URL][I](its free)[/I] And then let things go off the rails. You can always spend Heat to re-introduce the plot. [/QUOTE]
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