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<blockquote data-quote="Eisenhiem" data-source="post: 4848484" data-attributes="member: 84215"><p>Thanks for the replies!</p><p></p><p>The more I look at the system, the more I decide I definitely need to take advantage of the larger-scale battles you can pull off - especially as that is something I haven't gotten the chance to really play with to any satisfaction in the other games I've run.</p><p></p><p>Not to jump in or take sides in any sort of debate, but I will say:</p><p></p><p></p><p></p><p>I personally have never played any game (Alternity, D&D [of any edition], d20, Cyberpunk2020..and so on) that had the characters start at a level equal to the protagonists of fiction.. But I always sort of thought that was the point.. to *become* heroic.. rather than start at Awesome and work your way to ..well. More Awesome.</p><p></p><p>Actually. I will take that back. The Riddle of Steel did that very well.. but TROS, while beloved.. is a game with a sharp learning curve in combat. Amazing system, but it actually relies on the players to learn to fight well as much as the characters - which is odd, as players dont have to learn intimate knowledge of how to smith in order to do so in-game, nor the intricacies of medicine or esoteric theory in order to perform first aid or ritual magic. </p><p></p><p>BUT.. back to SW.</p><p></p><p>I'm debating what I want to do for my first run. I'm thinking about making a short-run zombie-survival campaign over a handful of sessions/adventures. Seems like just the sort of thing low-powered characters and mob combat would shine at. </p><p></p><p>I also really want, at some point, to attempt to redo one of my favorite campaigns I've ever run - a Warhammer 40K RPG based on the Inquisitor wargame rules. Oddly enough, they are vaguely similar to the way SW runs (which is unsurprising since, as I'm reading, SW was based on another miniatures wargame?)</p><p></p><p>I will say, one thing I am really liking is that it is so adaptable.. the idea that I can run campaigns I never would have thought about before simply because I didnt want to jimmie rig rules for..say.. a 1930s gangster setting, etc. for the sake of a mini-campaign, etc. </p><p></p><p>Are there any resources floating around out there aside from what's on their site? SRDs or maybe something the equivelant of the Netbook of Feats in d20? I'm noticing the plethora of edges and hinderances in each book..and how they all vary from setting to setting. Not a bad thing, but it would be nice to have a reference for the whole list. </p><p></p><p>Just thoughts.. </p><p></p><p>I'm used to a more .. not robust..but.. detailed..system.. So it will be interesting to see how well this goes. I love what I'm reading so far though.</p></blockquote><p></p>
[QUOTE="Eisenhiem, post: 4848484, member: 84215"] Thanks for the replies! The more I look at the system, the more I decide I definitely need to take advantage of the larger-scale battles you can pull off - especially as that is something I haven't gotten the chance to really play with to any satisfaction in the other games I've run. Not to jump in or take sides in any sort of debate, but I will say: I personally have never played any game (Alternity, D&D [of any edition], d20, Cyberpunk2020..and so on) that had the characters start at a level equal to the protagonists of fiction.. But I always sort of thought that was the point.. to *become* heroic.. rather than start at Awesome and work your way to ..well. More Awesome. Actually. I will take that back. The Riddle of Steel did that very well.. but TROS, while beloved.. is a game with a sharp learning curve in combat. Amazing system, but it actually relies on the players to learn to fight well as much as the characters - which is odd, as players dont have to learn intimate knowledge of how to smith in order to do so in-game, nor the intricacies of medicine or esoteric theory in order to perform first aid or ritual magic. BUT.. back to SW. I'm debating what I want to do for my first run. I'm thinking about making a short-run zombie-survival campaign over a handful of sessions/adventures. Seems like just the sort of thing low-powered characters and mob combat would shine at. I also really want, at some point, to attempt to redo one of my favorite campaigns I've ever run - a Warhammer 40K RPG based on the Inquisitor wargame rules. Oddly enough, they are vaguely similar to the way SW runs (which is unsurprising since, as I'm reading, SW was based on another miniatures wargame?) I will say, one thing I am really liking is that it is so adaptable.. the idea that I can run campaigns I never would have thought about before simply because I didnt want to jimmie rig rules for..say.. a 1930s gangster setting, etc. for the sake of a mini-campaign, etc. Are there any resources floating around out there aside from what's on their site? SRDs or maybe something the equivelant of the Netbook of Feats in d20? I'm noticing the plethora of edges and hinderances in each book..and how they all vary from setting to setting. Not a bad thing, but it would be nice to have a reference for the whole list. Just thoughts.. I'm used to a more .. not robust..but.. detailed..system.. So it will be interesting to see how well this goes. I love what I'm reading so far though. [/QUOTE]
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