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<blockquote data-quote="Baron Von Mandrick" data-source="post: 9762320" data-attributes="member: 3269"><p>Super Late post, but I didn't want to start a new one. </p><p></p><p>I love the system. I appreciate the quick encounter options. I like the adaptability between genres, and I have never had issues with that. I find the initiative system is fun, and prefer the bennie system greatly. I usually have an easy time converting D&D or other adventures for my table. </p><p></p><p>Combat is fun, and potential risks no matter what. It isn't easy for the kobold foot soldier to kill the experienced veteran hero, but a lucky arrow is a lucky arrow. It can go both ways. An adventurer's lucky arrow took out a boss in one hit. There are edges and things that can be used to prevent these types of things from happening if it's necessary, but I have found that with the potential of this existing, my gaming group takes combat seriously. They know that there is a real risk, and will investigate other options some of the time.</p><p></p><p>Hindrances alone generate a lot of great roleplay.</p><p></p><p>Critical failures are a blast, and also a balance to the use of bennies.</p><p></p><p>I also use an adventure deck, which has cards that can affect combat or something in the campaign. Great fun and keeps me, the GM, on my toes. Most cards usually have a benefit and a cost. One I remember is that a PC played the love interest card on a pretty minor enemy character that pretended to be an ally in the first adventure of a long campaign. The character ended up becoming a major part of the rest of the campaign until they were finally killed once the criminal organization figured it out. It was hilarious because the NPC only loved one of the party and was still bitter and an enemy to the rest of the party. Fun gaming. I sometimes don't allow certain cards if they would completely ruin the campaign. </p><p></p><p>My only con is that when moving from one setting to another, some players are company with the hindrances, edges, and skills that they don't branch out for ones that might enhance their enjoyment of a new system. I was wondering if anyone else encountered this or had any suggestions?</p></blockquote><p></p>
[QUOTE="Baron Von Mandrick, post: 9762320, member: 3269"] Super Late post, but I didn't want to start a new one. I love the system. I appreciate the quick encounter options. I like the adaptability between genres, and I have never had issues with that. I find the initiative system is fun, and prefer the bennie system greatly. I usually have an easy time converting D&D or other adventures for my table. Combat is fun, and potential risks no matter what. It isn't easy for the kobold foot soldier to kill the experienced veteran hero, but a lucky arrow is a lucky arrow. It can go both ways. An adventurer's lucky arrow took out a boss in one hit. There are edges and things that can be used to prevent these types of things from happening if it's necessary, but I have found that with the potential of this existing, my gaming group takes combat seriously. They know that there is a real risk, and will investigate other options some of the time. Hindrances alone generate a lot of great roleplay. Critical failures are a blast, and also a balance to the use of bennies. I also use an adventure deck, which has cards that can affect combat or something in the campaign. Great fun and keeps me, the GM, on my toes. Most cards usually have a benefit and a cost. One I remember is that a PC played the love interest card on a pretty minor enemy character that pretended to be an ally in the first adventure of a long campaign. The character ended up becoming a major part of the rest of the campaign until they were finally killed once the criminal organization figured it out. It was hilarious because the NPC only loved one of the party and was still bitter and an enemy to the rest of the party. Fun gaming. I sometimes don't allow certain cards if they would completely ruin the campaign. My only con is that when moving from one setting to another, some players are company with the hindrances, edges, and skills that they don't branch out for ones that might enhance their enjoyment of a new system. I was wondering if anyone else encountered this or had any suggestions? [/QUOTE]
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