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3 years ago ::
Oct 15, 2010 - 7:10AM
#31
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I most certainly was helping. He has not played the game, and is comparing it to M:tG as if having collectible cards makes the games in any way similar. (HINT: It does not.)
He was making judgments based on faulty assumptions, so I was just making sure he didn't confuse anyone else.
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3 years ago ::
Oct 15, 2010 - 11:47AM
#32
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Date Joined:
Sep 26, 2001
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I can't dispute the CCG aspect too much. The way the rules are presented, it's assumed that both the players and GM will buy boosters, but the rules do smoothly cover the occassionaly benighted player who is deckless. To imply that you can't dislike the CCG aspect because it's optional is pointless. In any RPG that has a game-master as a final rules arbiter, anything and everything is options (Gamma World is as much a CCG with extensive RPG options as it is an RPG with CCG options). Even so it's certainly playable smoothly without boosters or player decks. Actually, I think it would probably play better with a slight variation on the use of cards, with players randomly drawing thier 'Alpha Deck' at chargen (these are your mutations, you just don't get to use all of them in every fight) rather than building one; and similarly, building their Omega Tech decks from items they find that fail thier Omega Charge checks (this way the GM can control what you find as much as he likes, but you can still randomly find a power cell, replacement part, or other bit of luck to get something you already found working again). That could be done with just the included cards, or with boosters added - but all the boosters would go into the DM deck, initially, with players building their decks randomly. Thus, you'd get the benefit of the card's randomness, without the issue of power decks. BUT, what I feel can be disputed is the claim that it's in any way a 'board game,' or not an RPG. Gamma World is an RPG. You play a character, you determine his apearance, background, personality, and motivations. You make his decisions, you interact with NPCs and other PCs in character. There are no board game aspects to speak of. Like D&D, Gamma World has it's ancient roots in miniatures wargaming - but those weren't boardgames, either. You can willfully refuse to roleplay and still use the rules for something, but you're 'discarding a lot of options' to do it.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 15, 2010 - 12:29PM
#33
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(Gamma World is as much a CCG with extensive RPG options as it is an RPG with CCG options).
That's nonsense. The cards aren't a game. There's nothing you can do with them outside the framework provided by the RPG elements. It's like calling the D&D power card sets a "card game."
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3 years ago ::
Oct 15, 2010 - 1:14PM
#34
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What? No dice?
*dutifully stands in line to purchase 1/2 empty box*
:D
"Remember, we are the music makers. We are the dreamer of the dreams." -Willy Wonka
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3 years ago ::
Oct 15, 2010 - 1:19PM
#35
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(Gamma World is as much a CCG with extensive RPG options as it is an RPG with CCG options).
That's nonsense. The cards aren't a game. There's nothing you can do with them outside the framework provided by the RPG elements. It's like calling the D&D power card sets a "card game."
So the game is playable without any cards? Cool!
"Remember, we are the music makers. We are the dreamer of the dreams." -Willy Wonka
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3 years ago ::
Oct 15, 2010 - 1:23PM
#36
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Date Joined:
Apr 17, 2008
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It's very much playable without collecting any cards.
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3 years ago ::
Oct 15, 2010 - 1:37PM
#37
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So the game is playable without any cards? Cool!
Yes, most definitely. You'd be missing out on some fun game elements, and PCs would be weaker, but you can completely ignore Alpha Mutations and Omega Tech and still have a completely playable RPG.
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3 years ago ::
Oct 15, 2010 - 1:56PM
#38
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Date Joined:
Sep 17, 2008
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I don't mind the cards as tools. They look nice and are handy to reference.
It's the card game mechanics I don't like, whether I can use just the cards in the box or not.
Where this game went horribly wrong for me is in the incessant alpha flux and omega tech, card readying, discarding, and deck building. All are just plain strange and take the focus away from RPG elements.
Fortunately it's not too hard to just get rid of that.
Random I like. Make a character randomly and role play it. But it seems strange to role play a character that just keeps changing like every other player's and just hoping I pull out a fusion rifle.
The RAW card mechanics are contrived and invasive. It's pretty obviously a business model made into a game. Too bad such a legendary setting has to suffer for it.
All that said, we'll hopefully have fun playing a very hybrid version and I hope others enjoy playing how they like. Just my 2 cents.
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3 years ago ::
Oct 15, 2010 - 2:06PM
#39
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Date Joined:
Aug 31, 2010
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Random I like. Make a character randomly and role play it. But it seems strange to role play a character that just keeps changing like every other player's and just hoping I pull out a fusion rifle.
"I love randomness! Except when it comes to getting my preferred piece of ludicrously rare pre-apocalypse weaponry! The fact I only randomly get an overpowered item is why I hate randomness!"
Would you be bitching this loud if it was just a table in the book instead of cards?
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
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3 years ago ::
Oct 15, 2010 - 2:07PM
#40
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Date Joined:
Sep 26, 2001
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(Gamma World is as much a CCG with extensive RPG options as it is an RPG with CCG options).
That's nonsense. The cards aren't a game. There's nothing you can do with them outside the framework provided by the RPG elements. It's like calling the D&D power card sets a "card game."
Yes, it's nonsense, because 'optional' the way it's used to dismiss criticism of the CCG elements, is nonsense.
And, really you could ignore the less mechanical RP elements: neglect to name characters, not say or do anything in-character (just take actions and resolve them mechancially), run encounters without set-up or story line. You'd be opting out of a lot more of a game, but I did say /extensive/ RPG options.
The point is that "it's optional" is a meaningless distinction. Everything is optional.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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