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Switch to Forum Live View This game is really silly.
3 years ago  ::  Oct 26, 2010 - 7:26PM #21
SerenaDawn
Date Joined: Oct 6, 2007
Posts: 527

Oct 26, 2010 -- 3:16PM, UHF wrote:

Oct 26, 2010 -- 12:52PM, rethgryn wrote:

All that said, I hope they give us a real 4E modern



Its already here.

Amethyst is a mixed world based on high tech versus magic.  (The two don't mix.  Think Avatar.)

The creator of Amethyst is also working on a world exactly like Ghost In The Shell for 4e.  Ever want to hack a guy's eyes during a fist fight?


www.goodman-games.com/4370preview.html




OK, it's not EXACTLY like Ghost in the Shell.  It takes inspiration from it and Appleseed and a few others.  

Just sayin...

And yes, the Avatar comparison works...though Amethyst predates Avatar by a couple years. 


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3 years ago  ::  Oct 27, 2010 - 12:04PM #22
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382
I, too, enjoy a lot more serious atmosphere in my GW so I typically allow for players to select many of their starting options. This has been my pattern since 1E back in the 1970's.

It just seems to me that the first time they play a game is when they don't have so many built-in expectations and are more willing to experiment and just have fun with it. After a few games that surpirse factor is gone and I can revert back to serious, but if I tried it the other way it wouldn't work as well.

I haven't tried the new version yet, but the first time or so that I do I'm going to surprise my group with random character generation using booster packs. I think it makes a great method of introducing the game since players don't know what they can or can't do, anyway. Once we play a few games I might default back to my usual style and let them pick again.
Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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3 years ago  ::  Oct 27, 2010 - 12:32PM #23
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

Oct 27, 2010 -- 12:04PM, Finarvyn wrote:

I, too, enjoy a lot more serious atmosphere in my GW so I typically allow for players to select many of their starting options. This has been my pattern since 1E back in the 1970's.

It just seems to me that the first time they play a game is when they don't have so many built-in expectations and are more willing to experiment and just have fun with it. After a few games that surpirse factor is gone and I can revert back to serious, but if I tried it the other way it wouldn't work as well.

I haven't tried the new version yet, but the first time or so that I do I'm going to surprise my group with random character generation using booster packs. I think it makes a great method of introducing the game since players don't know what they can or can't do, anyway. Once we play a few games I might default back to my usual style and let them pick again.



Keep in mind that at $4 US a booster (for 8 cards) this will get pretty expensive pretty quick. To get the minimum required cards for your deck, you need 2 boosters and sometimes 3 if you get an uneven draw of omega tech vs alpha mutations. That's a minimum of 40$ for a 5-player group (not counting the DM) and 60$ as a worse case scenario. There is always the DMs deck to draw from...

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3 years ago  ::  Oct 27, 2010 - 3:06PM #24
csteinhoff
Date Joined: Sep 3, 2004
Posts: 17
I like the random part of the game...I think it helps break the mold. Being a GM it seems that most characters follow a specific path. Once that path is defined everyone tends to follow it until WotC releases a new book and breaks the path. Then there is scrambling until the new path is found

I prefer the chaos of randomness....some of my most memorable characters were randomly generated. But that is just me, I can see how some people might want to craft and hone there characters statistics until they are just right.


P.S. I also love that there is consequences for failing an over charge!!! Something that DND is lacking for the most part....
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3 years ago  ::  Oct 27, 2010 - 8:13PM #25
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,605

Oct 27, 2010 -- 12:32PM, ExcalibursZone wrote:

Oct 27, 2010 -- 12:04PM, Finarvyn wrote:

I, too, enjoy a lot more serious atmosphere in my GW so I typically allow for players to select many of their starting options. This has been my pattern since 1E back in the 1970's.

It just seems to me that the first time they play a game is when they don't have so many built-in expectations and are more willing to experiment and just have fun with it. After a few games that surpirse factor is gone and I can revert back to serious, but if I tried it the other way it wouldn't work as well.

I haven't tried the new version yet, but the first time or so that I do I'm going to surprise my group with random character generation using booster packs. I think it makes a great method of introducing the game since players don't know what they can or can't do, anyway. Once we play a few games I might default back to my usual style and let them pick again.



Keep in mind that at $4 US a booster (for 8 cards) this will get pretty expensive pretty quick. To get the minimum required cards for your deck, you need 2 boosters and sometimes 3 if you get an uneven draw of omega tech vs alpha mutations. That's a minimum of 40$ for a 5-player group (not counting the DM) and 60$ as a worse case scenario. There is always the DMs deck to draw from...



You get 80 cards, 40 alpha mutations and 40 Omega tech, in the GM deck that comes with the GW box set.  Plus you get an 8 card booster pack for 44 alpha mutations and 44 omega tech.  That should be more than enough to play a game.  One note of warning for the "crafters" the novice powers that come with the origins are not created equal. 

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3 years ago  ::  Oct 30, 2010 - 11:19PM #26
Caz_Granberg
Date Joined: Jun 21, 2008
Posts: 85
The game is silly...

Thank the powers for that. I have played silly weird gonzo Gamma World from the first printing of Gamma World. It finally feels like the rules and the setting have come around to my way of thinking.  
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3 years ago  ::  Oct 30, 2010 - 11:25PM #27
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
I agree. I think a bit of silly is a good thing. 4E players can get far too serious about builds and tactics and RAW, and forget about just relaxing and having fun and roleplaying. Its given my players a new intrest in the 4e system in general, and rekindled thier humor and creativity and encouraged them to roleplay more.
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3 years ago  ::  Oct 31, 2010 - 7:16AM #28
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382

Oct 27, 2010 -- 12:32PM, ExcalibursZone wrote:

Keep in mind that at $4 US a booster (for 8 cards) this will get pretty expensive pretty quick. To get the minimum required cards for your deck, you need 2 boosters and sometimes 3 if you get an uneven draw of omega tech vs alpha mutations. That's a minimum of 40$ for a 5-player group (not counting the DM) and 60$ as a worse case scenario. There is always the DMs deck to draw from...


Sure, but after the first few random-draw games I may switch over to a chart-based die-roll mutation system. The rules allow for mutation changes quickly, so cards work well, but I'd prefer to have characters more static so I wouldn't need to use cards as much.

Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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3 years ago  ::  Oct 31, 2010 - 9:54AM #29
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Oct 31, 2010 -- 7:16AM, Finarvyn wrote:

Sure, but after the first few random-draw games I may switch over to a chart-based die-roll mutation system. The rules allow for mutation changes quickly, so cards work well, but I'd prefer to have characters more static so I wouldn't need to use cards as much.


Ironically, the cards can be adapted quite easily to do just that.  Just use very small player decks (the min 7 or even fewer) constructed or drawn from the DM deck.  That gives each character a consistent set of mutations, though the exact ones available will vary from encounter to encounter.

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