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Basically you have to have Fudge or FATE already and understand the rules to them to use this game. You are not told what dice to use, or how to read or roll them. You are not told what an aspect is nor is any other part. And refuses to tell you how it is simplifying things. Also the artwork is entirely silhouettes. Most of which you have to guess what they are of. (is that one a knight, wizard, girl or nobleman?) It might help make a character in a hurry, but what game for?
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I didn't like it because it was basically an outline to a rules set. No rule was sufficiently explained or given illustrations. No genres suggested even.
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I really enjoy this. It really captures the over the top world of Pulp. Best of all it has thousands of examples of aspects, traits etc, that are explained and illustrate how they work and how to make them much better than the official rules set.
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Best of the old school d&d clones. Especially with the optional rules in this edition allowing your characters to live longer and attempt things not previously allowed for their character class.
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Really like it as it is the cheapest Monster Manual type book. it is usable with most games on the market, and is extremely well done.
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Unlike normal rpg’s, the GM is really out to kill the player characters to win. And they win by beating the GM. As bounty hunters, they have to capture the GM’s outlaw for the reward. The game is played something like a poker game, betting chips. One chosen suite gives a character advantages. Each has to play a trope (character cliché). It seems interesting, but needs a few more examples, as it seems a bit incomplete. .of course it helps to watch the suggested shows.
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A scenario for Savage Quest, it is part of a new game, The Sixth Gun. Based on the comic book series. It is a weird series, sort of like Deadlands. As such it involves a vampire gun. And the heroes are going to have to scramble to find a way to bring the undead gang down without shooting them.
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This is an outline method of designing trips. It gives statements like he -- is going to --- and meets ---. However it gives no information at all of the sort of things you should fill the blanks with.
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As with all optional rules set, they are add-ons. Not really needed for the game. Some are good, some I can ignore and never miss. Some may like more than I did, but I wasn't impressed by 2/3. The other third I will incorporate.
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Sorry, but I am just not that into pagan gods. And unfortunately it gives the impression that you can't do anything without massive amounts of interaction with competing gods.
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I got both Accelerated and Core. Fate is a different enough system you really need the explanations and examples from Core. But once you understood the terminology and mechanics, Accelerated really took off and worked better and faster.
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I got both Accelerated and Core. Fate is a different enough system you really need the explanations and examples from Core. But once you understood the terminology, Accelerated really took off and worked better and faster.
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I would give it to a beginner and then switch him to a different system once he grasps the basic ideas. While simple and easy to use, it is too one of a kind to really use other adventures etc. without massive rewrite.
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I really did like Runequest when it first came out. Unfortunately they took a good clean design, and added rules for everything. Then took out the original setting for a generic fantasy. And added yet more rules. This edition seems to have reverted to the same era as the original.
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I thought the idea of picking a rules system to write a game was to pick something that really fits. Instead most of the book is a list of parts of the d20 system that you can't use. He should have tried using Savage Worlds, Runequest or Entropic's systems instead, as they would fit this to a T.
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Creator Reply: |
Hi, Michael! Sorry for the delay in replying, I made this PDF free a very long time ago and haven't looked at its listing here on DT in a long time.
I wrote this material as a 3E/d20 variant back in 2004 for a game I was running at lunchtime at work. All of the players were familiar with 3E, I was a designer on 3E, and I wanted to run a simple campaign based on a ruleset I knew really well. I understand you may have been happier if it were a different rule system, but I wrote it for a specific audience and then decided to expand and release my notes into this PDF.
(As far as Entropic RPG goes, that system didn't come out until after I published this PDF.)
Thanks,
—Sean |
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