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Warhammer 3e Demo Experiences -OR- How I Learned to Stop Worrying and Love the Bits
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<blockquote data-quote="darjr" data-source="post: 4998718" data-attributes="member: 52905"><p>First, I'm going from memory from a single read through.</p><p></p><p>Somebody else said it best. We play RPGS that have different mechanics all the time. The adventure read like a traditional kind of adventure with very different mechanics. Many of the things in it were dependent (for good or ill) on those mechanics but in the end I think something very much like it has been run in every fantasy RPG I can think of.</p><p></p><p>There are NPC's with their own motivations and stats, there were monsters with theirs, there were non combat issues that the players had to deal with and there were lingering consequences depending on how they went about things. The things that happen were very deadly as well. The monsters were PC killers. There were points when the DM would have to make judgment calls and consider how the game was going up to that point. There were things that needed detailed descriptions and explanations by the DM, because otherwise the PC's wouldn't have enough information to even carry on, just like an RPG. There was even discussion about what to do when the PC's jumped the rails, not if.</p><p></p><p>To even get close to a board game I think you have to blur the line at the start of the argument and use board games that have many rpg elements or options, like custom characters and campaign rules.</p><p></p><p>Is it a boardgame like Settlers? NIMHO.</p></blockquote><p></p>
[QUOTE="darjr, post: 4998718, member: 52905"] First, I'm going from memory from a single read through. Somebody else said it best. We play RPGS that have different mechanics all the time. The adventure read like a traditional kind of adventure with very different mechanics. Many of the things in it were dependent (for good or ill) on those mechanics but in the end I think something very much like it has been run in every fantasy RPG I can think of. There are NPC's with their own motivations and stats, there were monsters with theirs, there were non combat issues that the players had to deal with and there were lingering consequences depending on how they went about things. The things that happen were very deadly as well. The monsters were PC killers. There were points when the DM would have to make judgment calls and consider how the game was going up to that point. There were things that needed detailed descriptions and explanations by the DM, because otherwise the PC's wouldn't have enough information to even carry on, just like an RPG. There was even discussion about what to do when the PC's jumped the rails, not if. To even get close to a board game I think you have to blur the line at the start of the argument and use board games that have many rpg elements or options, like custom characters and campaign rules. Is it a boardgame like Settlers? NIMHO. [/QUOTE]
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