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Wicked Ones Is A Free RPG Corebook Where You Play The Monsters
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<blockquote data-quote="ruemere" data-source="post: 8252080" data-attributes="member: 5515"><p>Great-looking game. I don't like the system (it's freaking dangerous to attempt an action - the best survival strategy is either to do nothing, get someone else to make a roll or buy a GM a free pizza every time there is an invasion), and yet it looks so enticing I would not mind helping myself to a session or two.</p><p></p><p>That said:</p><p>1. It's your standard Blades in the Dark system game. If you're a player, see above for the key survival tip. If you're a GM, expect lots of homework answering initial questions, and then pestering your players for further answers. As a GM, keep putting down important keywords.</p><p></p><p>2. Your character is a monster in a community of monsters - in addition to taking actions and facing consequences, you also need to cope with your character's urges to do bad stuff to yourself (or your community).</p><p></p><p>3. Important survival tip number two: detail your equipment. It may grant you that additional 16,6% to your success odds.</p><p></p><p>4. Magic is cool. It appears to be weak when you read the magic tiers... but when you get to actual spells... oh my. Suffice to say, that you need to be creative (and hope for the GM to be somewhat lenient - or, check the important survival tip at the beginning - the part about a pizza). The spells, while in theory balanced by a mundane effort (ie. whatever you cast, it should be achievable via comparable amount of sweat and tears), it is only to certain degree. For example, Tier 1 Spell, Lash (wind buffeting adventurers) plus rope bridge (it's your dungeon, after all). </p><p></p><p>5. The book lays out the structure of the game. There is a lot of advice (and even more questions). In other words, it is more of a toolkit than a ready product (though there is an example sufficiently detailed to run it).</p><p></p><p>6. The stuff that could have been a part of the game:</p><ul> <li data-xf-list-type="ul">a random dungeon invasion gen - the adventurers vs. monsters may quickly become GM vs. players, and since BiD system games require that a GM constantly makes judgement calls this may result in a conflict of interest. And even with an ultrafair GM, the players may become quite unhappy due to low success chances. There is something called "Pathing" (randomizing success of invader actions), but it's a bit skimpy in my opinion.</li> <li data-xf-list-type="ul">a set of questionnaires - Create your Game, Create your Monster, Create your Random Event, Create your World, etc. The book, as written, goes about it in a roundabout way (advice, best practices) while a checklist would be shorter and much better structured (in my opinion of course)</li> <li data-xf-list-type="ul">not enough unallied monsters (the so-called denizens), traps and calamities,</li> <li data-xf-list-type="ul">not enough maintenance information (there should be a section on clock representing integrity of the dungeon, with examples of specific tiers)</li> <li data-xf-list-type="ul">not enough example encounters</li> <li data-xf-list-type="ul">since PCs are a part of a community, and since there are unallied monsters, there should be a bit more on developing relations between them.</li> </ul><p></p><p>Overall, a very solid game.</p></blockquote><p></p>
[QUOTE="ruemere, post: 8252080, member: 5515"] Great-looking game. I don't like the system (it's freaking dangerous to attempt an action - the best survival strategy is either to do nothing, get someone else to make a roll or buy a GM a free pizza every time there is an invasion), and yet it looks so enticing I would not mind helping myself to a session or two. That said: 1. It's your standard Blades in the Dark system game. If you're a player, see above for the key survival tip. If you're a GM, expect lots of homework answering initial questions, and then pestering your players for further answers. As a GM, keep putting down important keywords. 2. Your character is a monster in a community of monsters - in addition to taking actions and facing consequences, you also need to cope with your character's urges to do bad stuff to yourself (or your community). 3. Important survival tip number two: detail your equipment. It may grant you that additional 16,6% to your success odds. 4. Magic is cool. It appears to be weak when you read the magic tiers... but when you get to actual spells... oh my. Suffice to say, that you need to be creative (and hope for the GM to be somewhat lenient - or, check the important survival tip at the beginning - the part about a pizza). The spells, while in theory balanced by a mundane effort (ie. whatever you cast, it should be achievable via comparable amount of sweat and tears), it is only to certain degree. For example, Tier 1 Spell, Lash (wind buffeting adventurers) plus rope bridge (it's your dungeon, after all). 5. The book lays out the structure of the game. There is a lot of advice (and even more questions). In other words, it is more of a toolkit than a ready product (though there is an example sufficiently detailed to run it). 6. The stuff that could have been a part of the game: [LIST] [*]a random dungeon invasion gen - the adventurers vs. monsters may quickly become GM vs. players, and since BiD system games require that a GM constantly makes judgement calls this may result in a conflict of interest. And even with an ultrafair GM, the players may become quite unhappy due to low success chances. There is something called "Pathing" (randomizing success of invader actions), but it's a bit skimpy in my opinion. [*]a set of questionnaires - Create your Game, Create your Monster, Create your Random Event, Create your World, etc. The book, as written, goes about it in a roundabout way (advice, best practices) while a checklist would be shorter and much better structured (in my opinion of course) [*]not enough unallied monsters (the so-called denizens), traps and calamities, [*]not enough maintenance information (there should be a section on clock representing integrity of the dungeon, with examples of specific tiers) [*]not enough example encounters [*]since PCs are a part of a community, and since there are unallied monsters, there should be a bit more on developing relations between them. [/LIST] Overall, a very solid game. [/QUOTE]
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