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Star Wars Saga, the Good, the Bad, and the Ugly
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3586157" data-attributes="member: 22882"><p>Offhand - previous versions of D&D (possibly excluding AD&D 2e, which drifted the furthest from this style IMX), HERO, Savage Worlds, Runequest, almost every major knockoff of AD&D during the late '70s and early-mid '80s. GURPS and WHFR probably fit, too, but I'll admit I'm not familiar enough with them to be sure; I played both with minis but don't own the books to see if that's how the system is designed to run.</p><p></p><p>Pretty much any game that began with the assumption of miniatures/counters use and a tactical grid map qualifies (I used a term that refers to a similar class of CRPGs: the D&D Gold Box games, Final Fantasy Tactics, Vandal Hearts, etc.), even if it doesn't require that. (Note that it doesn't have to be explicit.) Exalted is an outlier, in that timing is the core of its tactical engine rather than positioning.</p><p></p><p>The main contrast would be with games that are either explicitly not designed for map-based play (Feng Shui, Mutants and Masterminds, WoD), and/or are strongly aligned to a GNS stance other than Gamism. (FATE/Spirit of the Century, Wushu, Primetime Adventures, Dogs in the Vineyard, Heroquest).</p><p></p><p></p><p></p><p>Oh, absolutely. As with any early review, it's subject to the caveat "unless it works nothing like that in play." On paper, it hits almost every note right for this type of game, and my early playtest and fooling around with the system indicates that it's going to hit those notes when put to the test in actual play situations, too.</p><p></p><p></p><p></p><p>Then it's a safe bet our gaming tastes have absolutely NOTHING in common and we should avoid each others' gaming tables like the plague. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3586157, member: 22882"] Offhand - previous versions of D&D (possibly excluding AD&D 2e, which drifted the furthest from this style IMX), HERO, Savage Worlds, Runequest, almost every major knockoff of AD&D during the late '70s and early-mid '80s. GURPS and WHFR probably fit, too, but I'll admit I'm not familiar enough with them to be sure; I played both with minis but don't own the books to see if that's how the system is designed to run. Pretty much any game that began with the assumption of miniatures/counters use and a tactical grid map qualifies (I used a term that refers to a similar class of CRPGs: the D&D Gold Box games, Final Fantasy Tactics, Vandal Hearts, etc.), even if it doesn't require that. (Note that it doesn't have to be explicit.) Exalted is an outlier, in that timing is the core of its tactical engine rather than positioning. The main contrast would be with games that are either explicitly not designed for map-based play (Feng Shui, Mutants and Masterminds, WoD), and/or are strongly aligned to a GNS stance other than Gamism. (FATE/Spirit of the Century, Wushu, Primetime Adventures, Dogs in the Vineyard, Heroquest). Oh, absolutely. As with any early review, it's subject to the caveat "unless it works nothing like that in play." On paper, it hits almost every note right for this type of game, and my early playtest and fooling around with the system indicates that it's going to hit those notes when put to the test in actual play situations, too. Then it's a safe bet our gaming tastes have absolutely NOTHING in common and we should avoid each others' gaming tables like the plague. :) [/QUOTE]
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