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Old 10-31-2013, 09:37 AM
Adm.Lee Adm.Lee is offline
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Join Date: Sep 2008
Location: Columbus, OH
Posts: 1,387
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I'm going to echo a lot of the other posters.

- I prefer 2.2 to 2.0, there aren't a lot of changes, but some were significant.

- Kevlar is a PC-saver, it will keep them alive a lot. That said, being seriously wounded is no fun, and might take a PC out of action for a long time. My last game, I had the players roll up 2 characters apiece: 1 combat-primary, and one not, for just that reason. I should probably have had some spare NPCs join them, as some of their characters were spending a lot of time under medical care! Medics, mechanics, drivers and ammo-carriers make good roles for NPC allies, while the PCs man the guns, do the scouting, sniping, and leading.

- Deadliness: I learned very early on in v1 days: if you're the one setting the ambush, you will win. If you're not, it's going to be a bad day.

- The recoil vs. Strength mechanic can give a very realistic feel to the game, but doing the math can bog down some players. Make weapon cards with a grid for filling in those numbers, so they can be read (and adjusted) quickly.

- Don't let every encounter become just another firefight-- encourage the characters to talk, and to engage the world.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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