PnP rpg battle Royal

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Postby Rowan » Sun Jul 15, 2007 2:42 am

I've played in and GM'd a Rifts campaign. ^__^

Its a fun setting if GM'd well.
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Postby Kether » Sun Jul 15, 2007 2:49 am

BD wrote:Then I really don't know what to expect, though pushing a release date back to a year after it was originally scheduled does not speak well of them.




Its not really all that uncommon on really fing big stuff like this.. especially with art..
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Postby Snow Dragon » Sun Jul 15, 2007 2:57 am

Kether wrote:Its not really all that uncommon on really fing big stuff like this.. especially with art..

It may be big, but those kinds of delays are the sorts of things I expect from computer and video games... systems that literally require the entire thing to be mapped out from start to finish and changed from outline to code to a finished product. They could go easy on the art; hell, half the time I can't tell what the heck I'm looking at in the 40K rulebook anyway.
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Postby Kether » Sun Jul 15, 2007 6:01 pm

BD wrote:
Kether wrote:Its not really all that uncommon on really fing big stuff like this.. especially with art..

It may be big, but those kinds of delays are the sorts of things I expect from computer and video games... systems that literally require the entire thing to be mapped out from start to finish and changed from outline to code to a finished product. They could go easy on the art; hell, half the time I can't tell what the heck I'm looking at in the 40K rulebook anyway.




The thing is a video game can be done by many many people.. a rpg often written by 1 or 2 people.. which in turn must be tested for balance issues.. now between art and the probability that all the Fluff of the rpg has to be approved I can see the time taking easy..
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Postby Snow Dragon » Sun Jul 15, 2007 6:08 pm

Kether wrote:The thing is a video game can be done by many many people.. a rpg often written by 1 or 2 people.. which in turn must be tested for balance issues.. now between art and the probability that all the Fluff of the rpg has to be approved I can see the time taking easy..

Taking a lot of time is one thing. I can't fault them for that. If they say they're gonna be three years then three years it is.
It's failing to meet their estimates by months at a time that seems ridiculous to me. If you have big teams and a huge project, unexpected delays are bound to be commonplace, and complications abound. But something like a ruleset, done by a small team... Unless they got it so horribly wrong the first time that after play-testing it had to all be redone from the ground up, in which case it still doesn't speak well of them :p
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Postby Just some lady » Sun Jul 15, 2007 7:25 pm

>__>
...
<__<
...
I'm so confuuuuuuuuuused!

*Retreats into a corner with her Magic cards*
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Postby Snow Dragon » Sun Jul 15, 2007 7:28 pm

Colonel Calamity wrote:>__>
...
<__<
...
I'm so confuuuuuuuuuused!

*Retreats into a corner with her Magic cards*

Ahhhh, Magic. I suppose it's a better game for those who don't want a lot of maintenance in their hobbies. Slaanesh knows how many hours I've spent assembling and painting models.
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Postby Just some lady » Sun Jul 15, 2007 7:45 pm

It's fuun~! ^__^
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Postby Snow Dragon » Sun Jul 15, 2007 7:58 pm

Colonel Calamity wrote:It's fuun~! ^__^

Yeah, it is. But I prefer my games with more complex and less abstract. Hence a game that requires an entire physical army.
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Postby Rowan » Sun Jul 15, 2007 9:15 pm

I like my pen and paper games. 100% Freedom of action.
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Postby Kether » Sun Jul 15, 2007 10:30 pm

BD wrote:
Kether wrote:The thing is a video game can be done by many many people.. a rpg often written by 1 or 2 people.. which in turn must be tested for balance issues.. now between art and the probability that all the Fluff of the rpg has to be approved I can see the time taking easy..

Taking a lot of time is one thing. I can't fault them for that. If they say they're gonna be three years then three years it is.
It's failing to meet their estimates by months at a time that seems ridiculous to me. If you have big teams and a huge project, unexpected delays are bound to be commonplace, and complications abound. But something like a ruleset, done by a small team... Unless they got it so horribly wrong the first time that after play-testing it had to all be redone from the ground up, in which case it still doesn't speak well of them :p



I have to say I had more fun building my armies than actually fighting with them... I love modding figures.. or did when I was doing it..
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Postby Snow Dragon » Mon Jul 16, 2007 12:17 am

Rowan wrote:I like my pen and paper games. 100% Freedom of action.

Eh. I prefer shorter to have SOME restriction to my actions, and a little more structure. Also, it keeps the games short.
Besides, tabletop games are competitive. Even if I'm not big on that aspect of the game, at the end of the day, I get to feel smarter than the guy I just beat.
I've never really looked into Rifts, because honestly, whenever I hear anything about it I get the strong impression of a place so unbelievably rife with arcane powers and relentless violence that one has to have total mastery of two supernatural disciplines and possess a weapon that can level a skyscraper if you want to stay up past eight, never mind go on some kind of campaign.
Stuff like Cyber-knights and mind-melters and techno-mages sound cool... but when there are SO MANY unbelievably powerful and exotic classes, they ALL start to lose a lot of their luster. I was always a huge fan of spellcasters in AD&D, but they only looked so cool because they were supposed to be elite, super-intelligent specialists surrounded by mundane guys with mundane armor and weapons. That's how I feel about it, anyway.
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Postby Rowan » Mon Jul 16, 2007 12:25 am

It really depends on how you run the game. Sure, its a high powered setting, but the world is pretty empty.

Also, I like being able to do stuff that I want with my character. Like, if I was a chiropractor in Hand to Hand combat, I'd have a chance at dislocationg a guy's hip in H2H combat.

The fact that you have the same level of freedom you have IRL, but with the cool power to back up your choices.
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Postby muffinstud » Mon Jul 16, 2007 12:39 am

Well, Rifts is cool and all, but I do have to give one point to Elliot here: The Tau are friggen awesome. I have yet to get the moneys to get any models, but I would get the stuff just for that. I wouldn't care that there aren't any people to play with around here.

Can I hear a Heya for a Hammerhead placed just so as to shield two sniper drone units while they pick off any oncoming forces? Heya.
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Postby Snow Dragon » Mon Jul 16, 2007 12:51 am

Also, I like being able to do stuff that I want with my character. Like, if I was a chiropractor in Hand to Hand combat, I'd have a chance at dislocationg a guy's hip in H2H combat.

Is that really so special? In AD&D you can choose feats that give your class special abilities unique to it, such as a rogue's ability to shoot a guy specifically in the leg to slow their movement speed. It doesn't seem that different to me...
The fact that you have the same level of freedom you have IRL, but with the cool power to back up your choices.

So what kind of restrictions does AD&D have that you feel it doesn't offer that?
muffinstud wrote:Well, Rifts is cool and all, but I do have to give one point to Elliot here: The Tau are friggen awesome. I have yet to get the moneys to get any models, but I would get the stuff just for that. I wouldn't care that there aren't any people to play with around here.

Yes, Tau are awesome. I regularly water the grass with their filthy xeno blood, but they are pretty cool.
Can I hear a Heya for a Hammerhead placed just so as to shield two sniper drone units while they pick off any oncoming forces? Heya.

No, you can't, because a Hammerhead is a skimmer and therefore can't block line of sight for the purposes of shooting!
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