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started out with those play by yourself books at the kitchen table when I was 8 or 9 ,scribbling away and furiously sipping my glass of milk .went on to to do some dnd ,but after I fell in with the general I was embroiled in several ADnD campaigns,tried my hand at Warhammer ,call of Cuthulu,ParaNoia,top Secret -in which I ran a merc campaign and secret agents of Edwardian Britain campaign ,and after that found Twilight and have stuck with it ever since ,albeit with detours into merc that have been fun .
Mostly as a player in other systems ,and mostly as a GM in the Twilight v.2.0 rules./merc setting . Speaking of which -Friday this autumns FtF weekend kicks of -a typical -players poised to attack a vastly superior enemy,hounded by relentless super villains and plagued by internal strife -type of do. Really looking forward to it ! |
#2
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I have tried several games (RPG and wargames) since 1981-1982.
For now, I'm working on T2K and often running Star Wars game, taking a lot of pleasure teaching my players that you can die while playing this game. Anyway they are in trouble as the Empire has won their last exchange and the New Republic might fall again. ![]() I also had the highest casualty rate in Star Wars with 2 dead, 2 prisoners (awaiting execution) and 2 wounded out of a party of 7 (my players had blown up half of a city under them and put an imperial army on full alert in order to kill one single target ![]() ![]() As player I'm playing AD&D (one of my friend's version) but casualty rate is way too high. I was the sole survivor of the previous game (as my dwarf ran out in front of an army of demons; my fellow players died wandering while a dwarf was running so fast) and the last game ended with death for all of us: 5 to face 100 beasts in an open field is definitely not enough. ![]() ![]() Last edited by Mohoender; 10-27-2008 at 09:50 AM. |
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#4
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For my part, I'm not all forgiving but the casualty rate of the Star wars game I sited was high. Nevertheless, it was justified. The team had to assassinate someone (an arm dealer) but, instead of entering the house and killing the guy, they chose to blow up the building (one of them bright idea) in the middle of an Imperial army base with a full navy group orbiting the planet. Saddly for them, the basement was full of explosives and the time on the charge they set up was too small (1 minute only) and they didn't have enough time to take cover (they let the bright guy do all the job ![]() Last edited by Mohoender; 10-28-2008 at 01:04 AM. |
#5
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But, with time and observation, I have built for myself the opinion that the major cause of mortality in a group of playing characters is "the hero that is struggling to reach the surface" in every player. Some setups or games allow the hero in nearly all the ocasions. Others allow it only in a certain extent. Generally, the player with a fire weapon will always try to shoot. The player with a sword will always try to swing it against the enemy. In a combat, the player thinks that his/her character is loosing time if he is not killing anybody. Things like retreat, wait, cover, defensive actions, etc, are secondary or only take into consideration if can be doing while attaking. So, a lot of time the character is exposing himself to the enemy. And if the set of rules is lethal... Sometimes a little tuning time may be required in more lethal set of rules.
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L'Argonauta, rol en català |
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#7
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Harnmaster/Gunmaster uses 10 second turns but alot can happen in a turn.
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#8
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True. That approach is good as it keeps players focused. It's refreshing to see gamers playing both sides in the Star Wars millieu. Gives everyone a lot of opportunities for wheeling dealing and thuggery. Quote:
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Thread | Thread Starter | Forum | Replies | Last Post |
laser weapons - other future weapon systems | headquarters | Twilight 2000 Forum | 6 | 02-08-2009 12:19 PM |