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<blockquote data-quote="arwink" data-source="post: 1839327" data-attributes="member: 2292"><p>This from the point of view of someone who played the game but never watched the show, so I'll hand out the grains of salt now:</p><p></p><p>The layout of the core rulebooks is horrible. Really, really, impossible to find anything but the most basic info kind of horrible. It shouldn't be a problem if you're going to be playing the game longterm, but this isn't a friendly layout for folks who just want to run a few short sessions. Even after twenty odd sessions using the rules, we were still struggling to find things that were necessary to use our character abilities.</p><p></p><p>Gear picks seem like a really nice concept. Until you discover that people are more than willing to spend an hour ensuring they have the right gear for the mission. Detailed mission briefings that give a strong idea of what's going to happen is necessary, otherwise you're in for a long wait behind the DM screen. They're also marvelously redundant - on PC ended up with six laptops on one of our missions, and every other character had at least one. </p><p></p><p>Combat is a long, slow process for low-level PC's. If you want to replicate the show, start people at around 5th level. That way the have the skill and the gear resources to even stand a chance of fighting armored opponents. Our 1st and 2nd level stargate characters used to spend hours fighting a single jaffa, mostly because we only penetrated armor if we rolled something close to maximum damage or crits. </p><p></p><p>Jaffa, on the other hand, were quite capable of taking us out with a single shot from their energy weapons. By the time we had access to higher tech weapons, we ignored the guns given out as part of the core rules and stocked up on staff weapons, sniper rifles and heavy machien guns that actually let us stand a chance in battle - completely against the feel of the genre, I know, but the frustration of those had already killed any chance of genre being important to us. Don't expect your players to use action die on anything other than confirming crits, because by the time a 20 actually comes up they don't care how close to death the enemy is, they just want him down.</p><p></p><p>In short the book looks nice and reads well when you're reading the campaign information, but it can be something of a nightmare once its in play.</p><p></p><p>And as a general rule, don't use space nazis as your season enemy. It may well have some minor support in the rulebooks and the chronology of the show, but it's likely to be rideculed over the game table.</p></blockquote><p></p>
[QUOTE="arwink, post: 1839327, member: 2292"] This from the point of view of someone who played the game but never watched the show, so I'll hand out the grains of salt now: The layout of the core rulebooks is horrible. Really, really, impossible to find anything but the most basic info kind of horrible. It shouldn't be a problem if you're going to be playing the game longterm, but this isn't a friendly layout for folks who just want to run a few short sessions. Even after twenty odd sessions using the rules, we were still struggling to find things that were necessary to use our character abilities. Gear picks seem like a really nice concept. Until you discover that people are more than willing to spend an hour ensuring they have the right gear for the mission. Detailed mission briefings that give a strong idea of what's going to happen is necessary, otherwise you're in for a long wait behind the DM screen. They're also marvelously redundant - on PC ended up with six laptops on one of our missions, and every other character had at least one. Combat is a long, slow process for low-level PC's. If you want to replicate the show, start people at around 5th level. That way the have the skill and the gear resources to even stand a chance of fighting armored opponents. Our 1st and 2nd level stargate characters used to spend hours fighting a single jaffa, mostly because we only penetrated armor if we rolled something close to maximum damage or crits. Jaffa, on the other hand, were quite capable of taking us out with a single shot from their energy weapons. By the time we had access to higher tech weapons, we ignored the guns given out as part of the core rules and stocked up on staff weapons, sniper rifles and heavy machien guns that actually let us stand a chance in battle - completely against the feel of the genre, I know, but the frustration of those had already killed any chance of genre being important to us. Don't expect your players to use action die on anything other than confirming crits, because by the time a 20 actually comes up they don't care how close to death the enemy is, they just want him down. In short the book looks nice and reads well when you're reading the campaign information, but it can be something of a nightmare once its in play. And as a general rule, don't use space nazis as your season enemy. It may well have some minor support in the rulebooks and the chronology of the show, but it's likely to be rideculed over the game table. [/QUOTE]
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