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<blockquote data-quote="ValhallaGH" data-source="post: 5192010" data-attributes="member: 41187"><p>Then Savage Worlds will probably help. It's a pretty slick-playing system, where resolving anything involving a dice roll doesn't usually take more than a few seconds (roll, possibly reroll, add as needed).</p><p></p><p>In an hour, you can run one, maybe two, combats with a bit of RP between. In my experience, role-playing and player dithering (whether they chase red herrings, chat out-of-game, or just can't decide what to do) sucks up about 30-70% of any given game session, preventing plot advancement.</p><p>That wide variance is due to specific individuals, specific combinations, and overall group focus. Average has been about 45%.</p><p></p><p>Strengths: <ul> <li data-xf-list-type="ul">Fast resolution system. Almost everything has a TN of 4; roll the di(c)e, apply modifiers, compare to TN, done.</li> <li data-xf-list-type="ul">Heroically capable characters are versatile, and capable, even at low levels of skill.</li> <li data-xf-list-type="ul">Heroes are way cooler than Extras.</li> <li data-xf-list-type="ul">It's always dangerous when the other guy gets to attack back.</li> <li data-xf-list-type="ul">Unpredictable initiative. Even the <em>Quick</em>est villain can pull a lot of low cards, and the slowest hero can go first.</li> <li data-xf-list-type="ul">GM control of the <em>action</em> dial. If you throw bennies around like candy on Halloween then your games will be <em>Wahoo!</em>; if you are stingy like Scrooge then your games will be very gritty.</li> <li data-xf-list-type="ul">Highly adaptable powers system. Add trappings, maybe tweak mechanics, and you've got whole new spells and traditions that all resolve basically the same way.</li> <li data-xf-list-type="ul">At least as fast-playing as 3.X D&D, usually a good bit faster and a lot less complex without being boring.</li> <li data-xf-list-type="ul">Built-in Mass Combat rules that are interesting, representative, fast-playing, and don't suck.</li> </ul><p></p><p>Weaknesses: <ul> <li data-xf-list-type="ul">Starting characters are <u>starting</u> characters, with just enough training to do their job, not enough to be awesome. They rely on their heroic spark (a.k.a. Wild Die) to see them through.</li> <li data-xf-list-type="ul">Heroically capable characters are versatile, and capable, even at low levels of skill.</li> <li data-xf-list-type="ul">It's always dangerous when the other guy gets to attack back.</li> <li data-xf-list-type="ul">Unpredictable initiative. Even the <em>Quick</em>est villain can pull a lot of low cards, and the slowest hero can go first.</li> <li data-xf-list-type="ul">Bland powers list. Because you have to add your own flavor text, there's little there to inspire people. Some folks love the blank canvas, others only see wasted potential for someone else's work.</li> <li data-xf-list-type="ul">Doesn't extent past human-level very well. It does Low to Mid fantasy, and even Wushu, but stops short of really handling high power (super heroes, high-level D&D style fantasy, etc.) genres. Even Cybernetics can be tough to do well.</li> <li data-xf-list-type="ul">All-but demands minis and a battle map (though you don't need grid/hex, you can just use a tape measure). You can do it in a more narrative style, but it doesn't come easily.</li> </ul><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5192010, member: 41187"] Then Savage Worlds will probably help. It's a pretty slick-playing system, where resolving anything involving a dice roll doesn't usually take more than a few seconds (roll, possibly reroll, add as needed). In an hour, you can run one, maybe two, combats with a bit of RP between. In my experience, role-playing and player dithering (whether they chase red herrings, chat out-of-game, or just can't decide what to do) sucks up about 30-70% of any given game session, preventing plot advancement. That wide variance is due to specific individuals, specific combinations, and overall group focus. Average has been about 45%. Strengths:[list] [*]Fast resolution system. Almost everything has a TN of 4; roll the di(c)e, apply modifiers, compare to TN, done. [*]Heroically capable characters are versatile, and capable, even at low levels of skill. [*]Heroes are way cooler than Extras. [*]It's always dangerous when the other guy gets to attack back. [*]Unpredictable initiative. Even the [I]Quick[/I]est villain can pull a lot of low cards, and the slowest hero can go first. [*]GM control of the [I]action[/I] dial. If you throw bennies around like candy on Halloween then your games will be [I]Wahoo![/I]; if you are stingy like Scrooge then your games will be very gritty. [*]Highly adaptable powers system. Add trappings, maybe tweak mechanics, and you've got whole new spells and traditions that all resolve basically the same way. [*]At least as fast-playing as 3.X D&D, usually a good bit faster and a lot less complex without being boring. [*]Built-in Mass Combat rules that are interesting, representative, fast-playing, and don't suck.[/list] Weaknesses:[list] [*]Starting characters are [U]starting[/U] characters, with just enough training to do their job, not enough to be awesome. They rely on their heroic spark (a.k.a. Wild Die) to see them through. [*]Heroically capable characters are versatile, and capable, even at low levels of skill. [*]It's always dangerous when the other guy gets to attack back. [*]Unpredictable initiative. Even the [I]Quick[/I]est villain can pull a lot of low cards, and the slowest hero can go first. [*]Bland powers list. Because you have to add your own flavor text, there's little there to inspire people. Some folks love the blank canvas, others only see wasted potential for someone else's work. [*]Doesn't extent past human-level very well. It does Low to Mid fantasy, and even Wushu, but stops short of really handling high power (super heroes, high-level D&D style fantasy, etc.) genres. Even Cybernetics can be tough to do well. [*]All-but demands minis and a battle map (though you don't need grid/hex, you can just use a tape measure). You can do it in a more narrative style, but it doesn't come easily.[/list] Good luck. [/QUOTE]
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