Treebore
First Post
There is a level of interference that comes from a game's background that sometimes makes it difficult to "work around". And as someone on the rpg.net comment thread notes, "You can change that if you want to" is never, ever a valid argument for bad game design. (Paraphrasing, but still).
Hell I could ditch the 2013 timeline altogether and use the T2k setting instead, but trying to "game around" the quite frankly utterly fantastical leaps in logic that 2013's setting purports would just be an annoyance to me as a GM.
As always, YMMV.
I'm always amazed at the experts who think they know how the world works and will work. Its hard to predict how a single business will do in the business world. For instance no one would have predicted that the big 3 auto makers would be dancing with bankruptcy if they were asked to make a prediction 2 years ago.
Yet the RPG.net reviewer, and now you, seem to think they are so wise about how the world works that the Twilight 2013 setting won't work.
Plus he knocks the mechanics of a system he hasn't even tried.
I agree the mechanics seem weird, but I am willing to give them a try. Making attributes checks by rolling 2d20 and having to roll under your attribute to succeed is an interesting idea. Having 1 d20 to roll per rank of a skill, and having to roll below a TN on at least one to succeed also seems interesting to me, especially if you succeed on more than one of the dice you get to add a +2 to your success.
The probability differences given by using multiple d20's are very intriguing to me, so I am definitely going to give it a good try out and see how I like it. However, in my "expert" opinion I do not find the rules "clunky", just different, or "weird", and only because they use multiple d20's. Other than that I have seen the rules concepts and terminology in many other RPG rules sets.
As for the setting, I personally cannot go back to the cold war ideas of T:2000. The possibilities presented in T:2013 I can definitely work with. There are some assumptions that I do not agree with, but guess what? Its going to be easy to ignore them and do it how I want, and it won't interfere with my ability to use the rest of the ideas.
However I am certainly not going to write a review, or go on a message board, and make claims that I know how every country on this world will act in the future. No one knows that, not even about any one single government. Not to long ago a LARGE number of "experts" would have said the USA would not have the current President that it has. So much for experts. You never know which one might be right until after everything is said and done. So I'll take this setting as offered and alter it to fit what I want to happen, just like I do with every single setting I have ever used.
The cool thing is I do think I will be able to use my old T:2000 modules for T:2013 games. I will definitely have to alter back ground "premises", and figure out how to fit the mechanics fo the old with the new, but if nothing else I believe I am smart enough to just decide what the degree of challenge is in the new system on my own. So I will still get to use the ideas of many of the scenarios and the maps, and if nothing else I can just make a judgement call in assigning skill ranks under the new system. I think that is one reason why they give skill descriptors in T:2013 ranging from novice to legendary. I'll just determine where in these descriptor ranges the old T:2000 NPC's fall, and rank them accordingly.
So I look forward to giving this system a try, which I will, in about 8 weeks, after we finish our current L5R game.