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My Serenity campaign is over
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<blockquote data-quote="Gort" data-source="post: 5252726" data-attributes="member: 11239"><p>This sounds a lot like my old Twilight 2000 campaign. For those of you unfamiliar with it, it was the grognardiest of systems - charts for everything! Want to build a house? Consult <strong>the chart[/i]. Want to scavenge food? Consult <strong>the chart</strong>. Best of all - none of the charts made sense compared to each other, so a skill level of 5 in construction might well lead to a smaller chance of success than a skill level of 5 in scavenging!</strong></p><p><strong></strong></p><p><strong>Add to this clunky combat rules, character generation where we ended up with a 60-year-old character who owned about a metric ton of military hardware which he handed off to another character and was then more-or-less useless, and this was my experience with T2000.</strong></p><p><strong></strong></p><p><strong>That said... it was one of the better campaigns I've run! The weirdness of the rules, and the fact that they made little sense and nobody was able to powergame them due to that lack of knowledge led to some really cool moments, and very memorable characters. We all remember the time when the 60-year-old retired colonel failed his check to disarm the grenade booby trap on a door and - in a moment of quick thinking - immediately hurled the grenade out of the window, right at the feet of the medic. We remember a character who would always get randomly shot in the face. (not the head, mind, there was a roll to see if it hit your helmet or your face. Yup.) We remember the time the slave-taking marine colonel shot at our green beret character with his revolver until both he and the green beret ran out of ammo simultaneously, then they had a spontaneous climactic knife duel against the backdrop of a huge firefight.</strong></p><p><strong></strong></p><p><strong>In a way, I wish I could erase my players memories of the rules of D&D, just so I could have them making characters from scratch, instead of the 3e equivalent of them saying, "Well, I want to be a whirlwind attack fighter, so I need 13 int and this feat and that feat and blah blah blah" and the roleplay being stuck on afterwards.</strong></p><p><strong></strong></p><p><strong>I guess all I'm saying is that sometimes it rocks to use systems nobody knows, because it leads to some cool stuff.</strong></p></blockquote><p></p>
[QUOTE="Gort, post: 5252726, member: 11239"] This sounds a lot like my old Twilight 2000 campaign. For those of you unfamiliar with it, it was the grognardiest of systems - charts for everything! Want to build a house? Consult [b]the chart[/i]. Want to scavenge food? Consult [b]the chart[/b]. Best of all - none of the charts made sense compared to each other, so a skill level of 5 in construction might well lead to a smaller chance of success than a skill level of 5 in scavenging! Add to this clunky combat rules, character generation where we ended up with a 60-year-old character who owned about a metric ton of military hardware which he handed off to another character and was then more-or-less useless, and this was my experience with T2000. That said... it was one of the better campaigns I've run! The weirdness of the rules, and the fact that they made little sense and nobody was able to powergame them due to that lack of knowledge led to some really cool moments, and very memorable characters. We all remember the time when the 60-year-old retired colonel failed his check to disarm the grenade booby trap on a door and - in a moment of quick thinking - immediately hurled the grenade out of the window, right at the feet of the medic. We remember a character who would always get randomly shot in the face. (not the head, mind, there was a roll to see if it hit your helmet or your face. Yup.) We remember the time the slave-taking marine colonel shot at our green beret character with his revolver until both he and the green beret ran out of ammo simultaneously, then they had a spontaneous climactic knife duel against the backdrop of a huge firefight. In a way, I wish I could erase my players memories of the rules of D&D, just so I could have them making characters from scratch, instead of the 3e equivalent of them saying, "Well, I want to be a whirlwind attack fighter, so I need 13 int and this feat and that feat and blah blah blah" and the roleplay being stuck on afterwards. I guess all I'm saying is that sometimes it rocks to use systems nobody knows, because it leads to some cool stuff.[/b] [/QUOTE]
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