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Who has been playing The Wildsea?
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<blockquote data-quote="Willie the Duck" data-source="post: 9777722" data-attributes="member: 6799660"><p>We've been playing an ongoing campaign weekly since the book came out. </p><p></p><p></p><p>Setting-wise, the world is wildly imaginative, exciting, and IMO the primary draw of the game. It's also loose enough in interpretation that you can readily make it your own -- if your group wants the cactus-people to be venus-flytraps instead, you can readily do so. In my group, we decided that no one was thrilled with Felix's idea that a worldwide rainforest would be super-flammable, so we just omitted it. </p><p></p><p>Mechanics-wise, we really like the character (and ship) creation rules. A little difficulty with which edges and skills would apply for which activity, but nothing that group consensus can't resolve. I think some in my group thought there were a few too many skills (and languages) compared to the number of pips one starts with, and maybe a little too much reliance on damage-types + vulnerabilities/resistance as a combat prowess mechanism (personally, I don't really feel combat is a central focus for the game, but YMMV), but generally again nothing too out of whack. </p><p></p><p>Agree with Xamnam that the travel and resource (and similar) procedures are very open-ended. The group will have to feel out how challenging it should be to acquire resources vs. the chance of them being lost/expended (or needed to heal/fix/recharge aspects) compared to how challenging a game you want.</p><p></p><p>One thing worth noting is the 'cut' mechanic for task resolution difficulty. It's a dice penalty, but unlike other dice pool games I've seen, you take the dice off after the dice are rolled (the highest ones). It's a subtle difference, but the effects are significant. If you're performing an act where you really are looking for a full success (rolling a 6), the chance of success drops off precipitously, even with just a cut of 1 (varies by number of dice you are rolling, but like 1/3 or 1/6 as likely, instead of 70-80% as likely like would happen with pre-roll dice removal). This implies to me that the game is designed around the assumption that you will be shooting for partial success or better (4-6) for most tasks (where you are expected to succeed at all) where you might consider attempting when under adverse conditions. That's something the Firefly (the term for GM) needs to be aware of, especially when you already often aren't going to be rolling as may dice as something like BitD (you cannot spend stress for more dice, the assist action lets you mix and match abilities but doesn't add a die, etc.).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9777722, member: 6799660"] We've been playing an ongoing campaign weekly since the book came out. Setting-wise, the world is wildly imaginative, exciting, and IMO the primary draw of the game. It's also loose enough in interpretation that you can readily make it your own -- if your group wants the cactus-people to be venus-flytraps instead, you can readily do so. In my group, we decided that no one was thrilled with Felix's idea that a worldwide rainforest would be super-flammable, so we just omitted it. Mechanics-wise, we really like the character (and ship) creation rules. A little difficulty with which edges and skills would apply for which activity, but nothing that group consensus can't resolve. I think some in my group thought there were a few too many skills (and languages) compared to the number of pips one starts with, and maybe a little too much reliance on damage-types + vulnerabilities/resistance as a combat prowess mechanism (personally, I don't really feel combat is a central focus for the game, but YMMV), but generally again nothing too out of whack. Agree with Xamnam that the travel and resource (and similar) procedures are very open-ended. The group will have to feel out how challenging it should be to acquire resources vs. the chance of them being lost/expended (or needed to heal/fix/recharge aspects) compared to how challenging a game you want. One thing worth noting is the 'cut' mechanic for task resolution difficulty. It's a dice penalty, but unlike other dice pool games I've seen, you take the dice off after the dice are rolled (the highest ones). It's a subtle difference, but the effects are significant. If you're performing an act where you really are looking for a full success (rolling a 6), the chance of success drops off precipitously, even with just a cut of 1 (varies by number of dice you are rolling, but like 1/3 or 1/6 as likely, instead of 70-80% as likely like would happen with pre-roll dice removal). This implies to me that the game is designed around the assumption that you will be shooting for partial success or better (4-6) for most tasks (where you are expected to succeed at all) where you might consider attempting when under adverse conditions. That's something the Firefly (the term for GM) needs to be aware of, especially when you already often aren't going to be rolling as may dice as something like BitD (you cannot spend stress for more dice, the assist action lets you mix and match abilities but doesn't add a die, etc.). [/QUOTE]
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