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Wraith Recon - anyone have it?
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<blockquote data-quote="Rechan" data-source="post: 4613206" data-attributes="member: 54846"><p>I've been mulling over [ame="http://www.amazon.com/Wraith-Recon-Bryan-Steele/dp/1906103925/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1231159917&sr=8-1"]Wraith Recon[/ame] for about a week now. One of my players is big on tactical stuff, and he actually intended to have his warlord (and the warlord's ranger brother) as a tactical assault team, so this seems right up his ally.</p><p></p><p>The setting is very viable and neat, and I do have a lot of ideas for it.</p><p></p><p>Although I'm a little wary. Mainly because I am afraid that WR might take the fantasy aspects out of the game. There's spells and magical items, sure, but as I read it, it comes across as just 'Humans/demi-humans against human(oids)'. No plots/encounters with monstrous monsters (Illithids, oozes, undead or whathaveyou). No planar excursions. Just "Green Berets with Fireballs". Taking that beyond certain point would just be better to run it in the Modern world, and I'm worried that WR takes it past that point.</p><p></p><p>I also wonder about things like travel/pickup. Unless there are airships, or teleportation, then the Wraith Recon units are going to have trouble getting back to their check-point once they've achieved their mission. Real Life equivalency have helecopters/planes to fall back and get out of dodge ASAP, but if those options aren't present for the WR, then the enemy could really start combing the battlefield.</p><p></p><p>(One plot I do want to run is the WR doing a kidnapping, so a rendezvous point with extraction would be kinda necessary; dragging the kidnapped victim across the country isn't very likely.)</p><p></p><p>Then there's Spellcom. I wonder how much communication that feels more like Magic=Tech, rather than Magic feeling like Magic (telepathy instead of say, a magical walkie talkie).</p></blockquote><p></p>
[QUOTE="Rechan, post: 4613206, member: 54846"] I've been mulling over [ame="http://www.amazon.com/Wraith-Recon-Bryan-Steele/dp/1906103925/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1231159917&sr=8-1"]Wraith Recon[/ame] for about a week now. One of my players is big on tactical stuff, and he actually intended to have his warlord (and the warlord's ranger brother) as a tactical assault team, so this seems right up his ally. The setting is very viable and neat, and I do have a lot of ideas for it. Although I'm a little wary. Mainly because I am afraid that WR might take the fantasy aspects out of the game. There's spells and magical items, sure, but as I read it, it comes across as just 'Humans/demi-humans against human(oids)'. No plots/encounters with monstrous monsters (Illithids, oozes, undead or whathaveyou). No planar excursions. Just "Green Berets with Fireballs". Taking that beyond certain point would just be better to run it in the Modern world, and I'm worried that WR takes it past that point. I also wonder about things like travel/pickup. Unless there are airships, or teleportation, then the Wraith Recon units are going to have trouble getting back to their check-point once they've achieved their mission. Real Life equivalency have helecopters/planes to fall back and get out of dodge ASAP, but if those options aren't present for the WR, then the enemy could really start combing the battlefield. (One plot I do want to run is the WR doing a kidnapping, so a rendezvous point with extraction would be kinda necessary; dragging the kidnapped victim across the country isn't very likely.) Then there's Spellcom. I wonder how much communication that feels more like Magic=Tech, rather than Magic feeling like Magic (telepathy instead of say, a magical walkie talkie). [/QUOTE]
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