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General Tabletop Discussion
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Player Buy In and Game Sub-Systems
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<blockquote data-quote="scourger" data-source="post: 5909272" data-attributes="member: 12328"><p>For me as a player, I generally have no problem with subsystems. What would make me lose interest is if it goes too far into strategy & tactics. Something that is more abstract than the player character level game is fine with me for big picture stuff. The mass battles rules in Savage Worlds, for example, allow the heroes to resolve battles and even participate in the big battles if the players choose to do so. </p><p></p><p>As a GM, I've had pretty good buy in with players in subsystems. The latest success I had was crossing Savage Worlds with Star Trek Heroclix Miniatures. I used the basic minis rules for the starship-to-starship combat and then the RPG rules for the boarding actions. It went better than I expected, and I think the minis increased the players' buy in. Plus, I used some aspects of the RPG stats to affect the minis rules, so the heroes could make a difference at the macro level as well as being super effective at the micro level. The ST minis rules are simple and all the stats are on the ships' click bases. Plus, the models look cool and are fun to handle in play. </p><p></p><p>In the future, I want to cross Savage Worlds characters with the Cars Wars Card Game. The card game is such a fun & simple car-to-car combat system, and I think some parts of the RPG stats could be used to affect the card play in very fun ways. The SW chase rules are great, but the CW cards add a tactile dimension. It would be extra fun with little cars with armor & weapons mounted. </p><p></p><p>So, I think simplicity and objects are what add to buy-in for subsystems.</p></blockquote><p></p>
[QUOTE="scourger, post: 5909272, member: 12328"] For me as a player, I generally have no problem with subsystems. What would make me lose interest is if it goes too far into strategy & tactics. Something that is more abstract than the player character level game is fine with me for big picture stuff. The mass battles rules in Savage Worlds, for example, allow the heroes to resolve battles and even participate in the big battles if the players choose to do so. As a GM, I've had pretty good buy in with players in subsystems. The latest success I had was crossing Savage Worlds with Star Trek Heroclix Miniatures. I used the basic minis rules for the starship-to-starship combat and then the RPG rules for the boarding actions. It went better than I expected, and I think the minis increased the players' buy in. Plus, I used some aspects of the RPG stats to affect the minis rules, so the heroes could make a difference at the macro level as well as being super effective at the micro level. The ST minis rules are simple and all the stats are on the ships' click bases. Plus, the models look cool and are fun to handle in play. In the future, I want to cross Savage Worlds characters with the Cars Wars Card Game. The card game is such a fun & simple car-to-car combat system, and I think some parts of the RPG stats could be used to affect the card play in very fun ways. The SW chase rules are great, but the CW cards add a tactile dimension. It would be extra fun with little cars with armor & weapons mounted. So, I think simplicity and objects are what add to buy-in for subsystems. [/QUOTE]
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