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What are you doing / what hooked you about WOIN?
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<blockquote data-quote="Emerikol" data-source="post: 7467155" data-attributes="member: 6698278"><p>I now own all three. I bought the book/pdf combo deal for N.E.W. and the pdfs for O.L.D. and N.O.W.</p><p></p><p>Things I like...</p><p>1. It's a system. It really is a GURPS replacement for me. When I say system, I mean it has a consistent set of parts that work smoothly together. Everything is not a special case. You could realistically create almost any setting.</p><p>2. It solves the age old problem in game design where pushing one particular skill/attribute should lead to diminishing returns.</p><p>3. It increases the likelihood of a critical success in a very natural way. The better you are the larger your dice pool and the better your chance of getting three sixes.</p><p>4. Countdown dice are pretty awesome. I think the author knows where he hit a home run and this mechanic is a home run mechanic. It's creates far more realistic suspense to not know exactly when the end is coming. I will use this mechanic again elsewhere I'm sure.</p><p>5. The random generation tables are really awesome. Until now, I've considered GURPS Space to be the last word but WOIN is really good here. I do believe though the GURPS tech levels are better.</p><p></p><p></p><p>Challenges...</p><p>1. I think the game would be hard to play out of the box without a GM really committed to world design. Fortunately for me that is how I am so I don't consider this to be a fatal flaw. I'm going to create a campaign setting for N.E.W. Maybe I will share it when I'm finished. The game does mention often that you should create your own skills and careers but I fear new GMs aren't up to this task. </p><p>2. There is not critical failure mechanic. The obvious issue is that you don't want the chance rising with more skill so you can't use something like three ones. I'm still thinking about how to solve this issue. One possibility is to just say X below the target value. A critical failure is more likely on a difficult task. </p><p>3. I don't like the exploits that are daily etc... but that is my taste more than a game flaw. I would just change those exploits or delete them from my games.</p><p>4. I need to play more to see how well combat moves. I fear it might not but until I give it a real test I will only say here that it might be challenging. It might not too.</p><p>5. I don't like the luck dice but I'm considering reflavoring them for now as mutant dice. So all of my PCs first time around would play as mutants. Normal people wouldn't have any dice.</p><p></p><p></p><p>My advice to new N.E.W. players (couldn't resist).</p><p>1. Figure out the science. Including if PSI is a thing. Things like AI, Space Travel, etc...</p><p>2. Decide on races. The examples are decent so you can just default to those.</p><p>3. Figure out the socio-political setting.</p><p>4. Decide on careers, skills, etc...</p><p>5. Develop some region of space as your sandbox</p><p>6. Rollup characters & create adventures.</p><p></p><p></p><p>I know I have a lot of challenges above but I was speaking for all people. Some of them are not for me. If you want a good system I recommend it. If you need a built in campaign setting, then you may need to work on that or buy one if one is available. Not sure on that.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7467155, member: 6698278"] I now own all three. I bought the book/pdf combo deal for N.E.W. and the pdfs for O.L.D. and N.O.W. Things I like... 1. It's a system. It really is a GURPS replacement for me. When I say system, I mean it has a consistent set of parts that work smoothly together. Everything is not a special case. You could realistically create almost any setting. 2. It solves the age old problem in game design where pushing one particular skill/attribute should lead to diminishing returns. 3. It increases the likelihood of a critical success in a very natural way. The better you are the larger your dice pool and the better your chance of getting three sixes. 4. Countdown dice are pretty awesome. I think the author knows where he hit a home run and this mechanic is a home run mechanic. It's creates far more realistic suspense to not know exactly when the end is coming. I will use this mechanic again elsewhere I'm sure. 5. The random generation tables are really awesome. Until now, I've considered GURPS Space to be the last word but WOIN is really good here. I do believe though the GURPS tech levels are better. Challenges... 1. I think the game would be hard to play out of the box without a GM really committed to world design. Fortunately for me that is how I am so I don't consider this to be a fatal flaw. I'm going to create a campaign setting for N.E.W. Maybe I will share it when I'm finished. The game does mention often that you should create your own skills and careers but I fear new GMs aren't up to this task. 2. There is not critical failure mechanic. The obvious issue is that you don't want the chance rising with more skill so you can't use something like three ones. I'm still thinking about how to solve this issue. One possibility is to just say X below the target value. A critical failure is more likely on a difficult task. 3. I don't like the exploits that are daily etc... but that is my taste more than a game flaw. I would just change those exploits or delete them from my games. 4. I need to play more to see how well combat moves. I fear it might not but until I give it a real test I will only say here that it might be challenging. It might not too. 5. I don't like the luck dice but I'm considering reflavoring them for now as mutant dice. So all of my PCs first time around would play as mutants. Normal people wouldn't have any dice. My advice to new N.E.W. players (couldn't resist). 1. Figure out the science. Including if PSI is a thing. Things like AI, Space Travel, etc... 2. Decide on races. The examples are decent so you can just default to those. 3. Figure out the socio-political setting. 4. Decide on careers, skills, etc... 5. Develop some region of space as your sandbox 6. Rollup characters & create adventures. I know I have a lot of challenges above but I was speaking for all people. Some of them are not for me. If you want a good system I recommend it. If you need a built in campaign setting, then you may need to work on that or buy one if one is available. Not sure on that. [/QUOTE]
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