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Outgunned Adventure Is Smart As A Whip
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<blockquote data-quote="Stainless" data-source="post: 9664790" data-attributes="member: 6688982"><p>They call the game system the "Director's Cut" and the game indeed plays very well if you imagine it in terms of movie scenes, camera angles, etc. It's not like a traditional rpg which is more like a physics engine and the granularity that entails. This is why the antagonists in Outgunned are treated largely on mass, you're not dealing with each individual enemy, your dealing with the scene's resolution. It's also why the hitpoint system is an abstract "grit", which can be physical damage, morale, equipment, whatever. It's essentially how much scene time the protagonists and antagonists have.</p><p></p><p>At face value it looks like a simple system, but is quite elegant in its nuances which makes it more than the sum of its parts. Inspired and inspiring. The most challenging aspect of the game is the fail forward aspect. It can be hard at times for old school rpg reflexes to think up on the fly a complication to a success when the dice fail.</p><p></p><p>After 47 years of playing rpgs, I've seen my fair share. I recommend this to anyone who wants an OTT action movie simulator (which usually means more group hilarity than normal). A top-draw serious rpg design for a game you're not supposed to take seriously.</p></blockquote><p></p>
[QUOTE="Stainless, post: 9664790, member: 6688982"] They call the game system the "Director's Cut" and the game indeed plays very well if you imagine it in terms of movie scenes, camera angles, etc. It's not like a traditional rpg which is more like a physics engine and the granularity that entails. This is why the antagonists in Outgunned are treated largely on mass, you're not dealing with each individual enemy, your dealing with the scene's resolution. It's also why the hitpoint system is an abstract "grit", which can be physical damage, morale, equipment, whatever. It's essentially how much scene time the protagonists and antagonists have. At face value it looks like a simple system, but is quite elegant in its nuances which makes it more than the sum of its parts. Inspired and inspiring. The most challenging aspect of the game is the fail forward aspect. It can be hard at times for old school rpg reflexes to think up on the fly a complication to a success when the dice fail. After 47 years of playing rpgs, I've seen my fair share. I recommend this to anyone who wants an OTT action movie simulator (which usually means more group hilarity than normal). A top-draw serious rpg design for a game you're not supposed to take seriously. [/QUOTE]
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