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Robotech: The Macross Saga RPG Review
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<blockquote data-quote="SMG_Jeff" data-source="post: 8247552" data-attributes="member: 7016182"><p>I know Aramis was one of our first testers when the game was still in development. However, I want to insist that any type of game experience that PB offered the SMG system offers as well. I think the SMG version is far more tactical as your efforts are related to the 9 action types. That means if you roll well, you get what you want.</p><p></p><p>For example: In a tactical situation you may determine that the best course of action is to flank. So you use your skills, environment, and equipment to justify your flank and make it so. You can combo any of the 9 skills to provide the exact approach you want to use. The result of your actions is based on the situation and how you use your skills - this is very different from PB.</p><p></p><p>In standard simulation systems - like PB, your outcome is based on a number of simulation factors that may or may not be arbitrated by GM fiat and the limitations of vertical design. Many of these systems offer little horizontal design, and rely any and all horizontal play experience on GM fiat. The PB example would be that based on the speed you go in your mecha you might be able to make your flank, but all those enemy mecha might see you and each gets to roll to see you on the sensors, and then like 1 sees you and they talk, so all see you and your flank gets blown - so in essence, no flank maneuver happens in a meaningful or fulfilling way for the player.</p><p></p><p>All the SMG systems does is bypass the rabble. It already assumes all that stuff and assumes that you CAN accomplish what you want.</p><p></p><p>The big difference, in simulation systems to accomplish your goal, you must use a vertical design that forces you to step through a process that only provides a portion of the intent. With SMG, you get massive horizontal play that does not rely on GM fiat, but you also get to employ the whole intent of your action - not just a pseudo-simulacrum issued via skills like "Pistol".</p></blockquote><p></p>
[QUOTE="SMG_Jeff, post: 8247552, member: 7016182"] I know Aramis was one of our first testers when the game was still in development. However, I want to insist that any type of game experience that PB offered the SMG system offers as well. I think the SMG version is far more tactical as your efforts are related to the 9 action types. That means if you roll well, you get what you want. For example: In a tactical situation you may determine that the best course of action is to flank. So you use your skills, environment, and equipment to justify your flank and make it so. You can combo any of the 9 skills to provide the exact approach you want to use. The result of your actions is based on the situation and how you use your skills - this is very different from PB. In standard simulation systems - like PB, your outcome is based on a number of simulation factors that may or may not be arbitrated by GM fiat and the limitations of vertical design. Many of these systems offer little horizontal design, and rely any and all horizontal play experience on GM fiat. The PB example would be that based on the speed you go in your mecha you might be able to make your flank, but all those enemy mecha might see you and each gets to roll to see you on the sensors, and then like 1 sees you and they talk, so all see you and your flank gets blown - so in essence, no flank maneuver happens in a meaningful or fulfilling way for the player. All the SMG systems does is bypass the rabble. It already assumes all that stuff and assumes that you CAN accomplish what you want. The big difference, in simulation systems to accomplish your goal, you must use a vertical design that forces you to step through a process that only provides a portion of the intent. With SMG, you get massive horizontal play that does not rely on GM fiat, but you also get to employ the whole intent of your action - not just a pseudo-simulacrum issued via skills like "Pistol". [/QUOTE]
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