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<blockquote data-quote="S'mon" data-source="post: 5634208" data-attributes="member: 463"><p>After 2 sessions of SW (playing War of the Dead), my impression so far:</p><p></p><p>It seems designed very much for the "Action Movie" genre, whether that's Rambo, Indiana Jones, Where Eagles Dare, or Chronicles of Riddick. This caused some trouble with most of our PCs initially being fluff-texted as 'normal people' in a Survival Horror scenario, whereas mechanically we're Action Heroes. Things seem to be falling into place now though.</p><p></p><p>Within that Action Hero ethos it's quite a generic system; it's particularly good for running 'action movie' games in genres that don't get much love. Using it for D&D-fantasy would seem to be a bit of a waste IMO.</p><p></p><p>It's very PC-focused; again good for Action Movie 'Big Damn Heroes'; as written the 'world' will likely seem sketchy, at worst a cardboard back-drop for the Heroes to strut on.</p><p></p><p>It's very very 'gamey', with lots of elements there specifically to be fun, like the playing card initiative, the wild die, exploding dice & raises. Some of these may have a simulationist basis too; but it's simulating action movies, not life.</p><p></p><p>So far, actual round-by-round combats have pretty much been my least favourite element, and have tended to drag & feel a bit unsatisfying. They take less time than 4e combat, but can *feel* longer. It was nice when I finally managed to headshot a zombie (exploding 2d6 for 23 damage!) though. Partly we're still getting used to the system.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5634208, member: 463"] After 2 sessions of SW (playing War of the Dead), my impression so far: It seems designed very much for the "Action Movie" genre, whether that's Rambo, Indiana Jones, Where Eagles Dare, or Chronicles of Riddick. This caused some trouble with most of our PCs initially being fluff-texted as 'normal people' in a Survival Horror scenario, whereas mechanically we're Action Heroes. Things seem to be falling into place now though. Within that Action Hero ethos it's quite a generic system; it's particularly good for running 'action movie' games in genres that don't get much love. Using it for D&D-fantasy would seem to be a bit of a waste IMO. It's very PC-focused; again good for Action Movie 'Big Damn Heroes'; as written the 'world' will likely seem sketchy, at worst a cardboard back-drop for the Heroes to strut on. It's very very 'gamey', with lots of elements there specifically to be fun, like the playing card initiative, the wild die, exploding dice & raises. Some of these may have a simulationist basis too; but it's simulating action movies, not life. So far, actual round-by-round combats have pretty much been my least favourite element, and have tended to drag & feel a bit unsatisfying. They take less time than 4e combat, but can *feel* longer. It was nice when I finally managed to headshot a zombie (exploding 2d6 for 23 damage!) though. Partly we're still getting used to the system. [/QUOTE]
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