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<blockquote data-quote="BluSponge" data-source="post: 5193288" data-attributes="member: 916"><p>That's a pretty vague question. How long is your lunch? :30? :45? 1:30?</p><p>Are you talking strictly a combat encounter, or is the RPing involved? How much?</p><p>How many players are we talking?</p><p>How familiar are they with SW?</p><p></p><p>If it helps, I've routinely run combat encounters with 9+ players against twice or sometimes three times as many opponents and they usually play out in a little over an hour. And these are kids with various levels of familiarity with SW and gaming and general. Some still have to be told which dice to roll.</p><p></p><p></p><p></p><p><strong>Strong points:</strong></p><p>Easy system to master.</p><p>Very little book keeping.</p><p>Easy to upgrade/downgrade encounter power to match the group's capabilities.</p><p>The GAME is FUN! That is the game itself, not the campaign. Exploding dice, Jokers, Bennies, it all adds up to a fun experience.</p><p>The core book is $10 and can handle all but a few genres.</p><p>Great creative community.</p><p>Broad support from Pinnacle and third-party publishers.</p><p></p><p><strong>Weak Points:</strong></p><p>Game has an established flavor. If you don't like it, there's not much you can do to change it.</p><p>Doesn't support broad character concepts, especially if started at Novice.</p><p>Shaken/Wound system can take some getting used too.</p><p>High Toughness critters can be really annoying.</p><p></p><p>I definitely suggest you give it a whirl. Resist the urge to house rule anything until you've played a few sessions. You may find what appear to be problems at first (card based initiative, no hit points, etc) turn out to be features in play.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 5193288, member: 916"] That's a pretty vague question. How long is your lunch? :30? :45? 1:30? Are you talking strictly a combat encounter, or is the RPing involved? How much? How many players are we talking? How familiar are they with SW? If it helps, I've routinely run combat encounters with 9+ players against twice or sometimes three times as many opponents and they usually play out in a little over an hour. And these are kids with various levels of familiarity with SW and gaming and general. Some still have to be told which dice to roll. [B]Strong points:[/B] Easy system to master. Very little book keeping. Easy to upgrade/downgrade encounter power to match the group's capabilities. The GAME is FUN! That is the game itself, not the campaign. Exploding dice, Jokers, Bennies, it all adds up to a fun experience. The core book is $10 and can handle all but a few genres. Great creative community. Broad support from Pinnacle and third-party publishers. [B]Weak Points:[/B] Game has an established flavor. If you don't like it, there's not much you can do to change it. Doesn't support broad character concepts, especially if started at Novice. Shaken/Wound system can take some getting used too. High Toughness critters can be really annoying. I definitely suggest you give it a whirl. Resist the urge to house rule anything until you've played a few sessions. You may find what appear to be problems at first (card based initiative, no hit points, etc) turn out to be features in play. Tom [/QUOTE]
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