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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8933672" data-attributes="member: 7023840"><p>It's fine. Given the number of times people refer to it here, I've ran it. I would make the following observations-</p><p></p><p><strong><u>Good</u></strong></p><p>The atmosphere is really good. Really! Honestly, they could probably develop Doskvol as a stand-alone setting for other games, and even if you aren't enamored with the mechanics, you'll probably find some fluff ideas to steal for your other games.</p><p></p><p>If you're familiar with PbTA and its offshoots like DW, you're going to have a decent grasp of the game going in. </p><p></p><p>It only uses d6, so, you probably have those lying around. <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>Everyone talks about the clock mechanic and flashbacks. Those, combined with the "just in time" inventory system are good, and justify reading it (if nothing else). </p><p></p><p></p><p><strong><u>Neutral</u></strong></p><p>If you're someone, like me, who really plays "rules lite" games ... this is actually crunchier than advertised.</p><p></p><p>If you're someone, like me, who goes in thinking this is a no-prep game and have run a ton of no-prep games ... well, I never got to that point in my limited number of times running it. Maybe familiarity would end up getting to that point, but it never got better than "light-medium" prep. </p><p></p><p>If the group you're with isn't used to PbTA and similar games, it's going to be rough sledding and a steep learning curve, especially at first.</p><p></p><p></p><p><strong><u>Bad</u></strong></p><p>First, it's not great for a mixed group. By "mixed group," I mean a table that has players that are not all equally invested in playing the game. This is a game for players that want to be engaged and want to tell stories .... but that's not all players.</p><p></p><p>The negative outcomes (and examples of play) were not great. I understood the heuristics, but didn't agree with them in all cases. I think that a lot of the work that goes into the mechanics (roll, position, effect) are assumed away by people with experience playing it- it's not that it's impossible to understand or apply, but simply that this type of collaborative resolution mechanic is a lot more foreign to many people than is often assumed. That said, to discuss this further would end up in an interminable debate.</p><p></p><p></p><p>Overall, I think that the product itself is amazing in terms of what it provides some groups, but of limited <u>mass</u> appeal. Personally, I prefer systems that are either crunchier and more decisive (when I want crunch) or systems that are rules-lite to the extent that the rules fit on two pages or less when I want simpler and faster gaming. But this game did an excellent job, especially for introducing the wider world to certain mechanics that were mostly unknown or unused at the time.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8933672, member: 7023840"] It's fine. Given the number of times people refer to it here, I've ran it. I would make the following observations- [B][U]Good[/U][/B] The atmosphere is really good. Really! Honestly, they could probably develop Doskvol as a stand-alone setting for other games, and even if you aren't enamored with the mechanics, you'll probably find some fluff ideas to steal for your other games. If you're familiar with PbTA and its offshoots like DW, you're going to have a decent grasp of the game going in. It only uses d6, so, you probably have those lying around. :) Everyone talks about the clock mechanic and flashbacks. Those, combined with the "just in time" inventory system are good, and justify reading it (if nothing else). [B][U]Neutral[/U][/B] If you're someone, like me, who really plays "rules lite" games ... this is actually crunchier than advertised. If you're someone, like me, who goes in thinking this is a no-prep game and have run a ton of no-prep games ... well, I never got to that point in my limited number of times running it. Maybe familiarity would end up getting to that point, but it never got better than "light-medium" prep. If the group you're with isn't used to PbTA and similar games, it's going to be rough sledding and a steep learning curve, especially at first. [B][U]Bad[/U][/B] First, it's not great for a mixed group. By "mixed group," I mean a table that has players that are not all equally invested in playing the game. This is a game for players that want to be engaged and want to tell stories .... but that's not all players. The negative outcomes (and examples of play) were not great. I understood the heuristics, but didn't agree with them in all cases. I think that a lot of the work that goes into the mechanics (roll, position, effect) are assumed away by people with experience playing it- it's not that it's impossible to understand or apply, but simply that this type of collaborative resolution mechanic is a lot more foreign to many people than is often assumed. That said, to discuss this further would end up in an interminable debate. Overall, I think that the product itself is amazing in terms of what it provides some groups, but of limited [U]mass[/U] appeal. Personally, I prefer systems that are either crunchier and more decisive (when I want crunch) or systems that are rules-lite to the extent that the rules fit on two pages or less when I want simpler and faster gaming. But this game did an excellent job, especially for introducing the wider world to certain mechanics that were mostly unknown or unused at the time. [/QUOTE]
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