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Street Fighter RPG from White Wolf...did anyone else play it?????????
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<blockquote data-quote="Fenros" data-source="post: 87569" data-attributes="member: 975"><p>I ran a campaign that lasted a good three and a half years! It was indeed the best game I ever ran. </p><p></p><p>However, it wasnt' because of the system. The system was extremely broken. A previous poster broke it down really well.</p><p></p><p>So, basically the players and I went through and cleaned house on the rules. The core rules only had a few tiny 'house rule' like tweaks for certain situations, the majority of the work was done on the manuevers themselves.</p><p></p><p>Things like "Shock Treatment", "Cartwheel Kick", "Headbite" and many others had to be tweaked. Then on top of that, some new manuevers that showed up in supplements had to be carefully screened before being let into our game. Many didn't make it. We also made up a lot of other moves that would even out the playing field.</p><p></p><p>Because 'yes' super fast strikers were ruling. The 'Block-to-Super Move' combo was deadly. Even when predictable. We solved a lot of these problems by simply looking to the actual video game for inspiration. "Street Fighter Alpha" and "King of Fighters" to be exact. Things like 'Alpha Counters' were added into the game for example. </p><p></p><p>If we felt there were blank spots in the manuevers list that unbalanced the game, we tried to fill it up by making up our own manuevers and test playing them. The strategy of chosing your card got really really exciting and fun!</p><p></p><p>By itself, played straight as White Wolf had published it, "Street Fighter" was a horrible game. But if you take it and fix it with a lot of house rules properly, its really enjoyable!</p><p></p><p>If you can ask my Players, I'm sure they'd tell you how memorable the final fight with M.Bison was. Boy, I'm getting some good nostalgic feelings just thinking back on it. </p><p></p><p>Off topic for a second, I thought I was a good GM after this successful campaign. I thought I was pretty hot stuff. Then after I GMed some other games with other players, I didn't do so good. Pretty poor in fact. That's when it really sunk in (for sure) that its just as important to have good players as well as a good GM. Just having one won't make a good game. You need both. The chemistry of a good game group is so important if you're looking to create a kick butt campaign.</p><p></p><p>P.S. I have indeed been tossing around ideas and scribbling down notes on possible ways to convert 'Street Fighter' to d20. My biggest and most difficult concerns revolved around keeping the action like the card game and the video game.</p></blockquote><p></p>
[QUOTE="Fenros, post: 87569, member: 975"] I ran a campaign that lasted a good three and a half years! It was indeed the best game I ever ran. However, it wasnt' because of the system. The system was extremely broken. A previous poster broke it down really well. So, basically the players and I went through and cleaned house on the rules. The core rules only had a few tiny 'house rule' like tweaks for certain situations, the majority of the work was done on the manuevers themselves. Things like "Shock Treatment", "Cartwheel Kick", "Headbite" and many others had to be tweaked. Then on top of that, some new manuevers that showed up in supplements had to be carefully screened before being let into our game. Many didn't make it. We also made up a lot of other moves that would even out the playing field. Because 'yes' super fast strikers were ruling. The 'Block-to-Super Move' combo was deadly. Even when predictable. We solved a lot of these problems by simply looking to the actual video game for inspiration. "Street Fighter Alpha" and "King of Fighters" to be exact. Things like 'Alpha Counters' were added into the game for example. If we felt there were blank spots in the manuevers list that unbalanced the game, we tried to fill it up by making up our own manuevers and test playing them. The strategy of chosing your card got really really exciting and fun! By itself, played straight as White Wolf had published it, "Street Fighter" was a horrible game. But if you take it and fix it with a lot of house rules properly, its really enjoyable! If you can ask my Players, I'm sure they'd tell you how memorable the final fight with M.Bison was. Boy, I'm getting some good nostalgic feelings just thinking back on it. Off topic for a second, I thought I was a good GM after this successful campaign. I thought I was pretty hot stuff. Then after I GMed some other games with other players, I didn't do so good. Pretty poor in fact. That's when it really sunk in (for sure) that its just as important to have good players as well as a good GM. Just having one won't make a good game. You need both. The chemistry of a good game group is so important if you're looking to create a kick butt campaign. P.S. I have indeed been tossing around ideas and scribbling down notes on possible ways to convert 'Street Fighter' to d20. My biggest and most difficult concerns revolved around keeping the action like the card game and the video game. [/QUOTE]
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Street Fighter RPG from White Wolf...did anyone else play it?????????
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