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Revisiting crusty old games
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7062823" data-attributes="member: 82106"><p>Eh, 1e GW wasn't unworkable as a campaign game. There were a series of modules that formed a fairly coherent campaign. We played a few 'GW Campaigns', which admittedly didn't last years, but some of them spanned months, or even a year.</p><p></p><p>The real problem with 1e was just that low tech stuff and melee combat didn't work, so the GM was pretty heavily motivated (and also for thematic reasons) to introduce higher tech stuff. At that point the characters pretty much went from nothing to stupidly powerful very quickly. Since your attributes and basically anything but your high tech equipment mattered little (aside from mutations, if you had some of the bad-assed ones) and there was no real meaningful character XP/HP/etc progress, the game had trouble with long play.</p><p></p><p>Now, dropped onto a 5e system core, where you have levels and XP and you start with lower hit points, defenses, and armor, etc then all of that is fixed. You have a viable combat system and other mechanics that obviously DO work for low-tech settings. Swords and whatnot are effective weapons, so you can progress gradually to the nastier stuff only at high levels. The characters themselves progress nicely, so there's an actual power curve, etc.</p><p></p><p>At the same time, you can keep the crazy and highly random mutations. Yes, it will unbalance some characters and make others pretty unplayable, but players will manage to sort that out. There will be some crazy wackiness and a playable campaign structure as well.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7062823, member: 82106"] Eh, 1e GW wasn't unworkable as a campaign game. There were a series of modules that formed a fairly coherent campaign. We played a few 'GW Campaigns', which admittedly didn't last years, but some of them spanned months, or even a year. The real problem with 1e was just that low tech stuff and melee combat didn't work, so the GM was pretty heavily motivated (and also for thematic reasons) to introduce higher tech stuff. At that point the characters pretty much went from nothing to stupidly powerful very quickly. Since your attributes and basically anything but your high tech equipment mattered little (aside from mutations, if you had some of the bad-assed ones) and there was no real meaningful character XP/HP/etc progress, the game had trouble with long play. Now, dropped onto a 5e system core, where you have levels and XP and you start with lower hit points, defenses, and armor, etc then all of that is fixed. You have a viable combat system and other mechanics that obviously DO work for low-tech settings. Swords and whatnot are effective weapons, so you can progress gradually to the nastier stuff only at high levels. The characters themselves progress nicely, so there's an actual power curve, etc. At the same time, you can keep the crazy and highly random mutations. Yes, it will unbalance some characters and make others pretty unplayable, but players will manage to sort that out. There will be some crazy wackiness and a playable campaign structure as well. [/QUOTE]
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