Just had a session of Fireborn today
As stated before though, it only focused on the human part with flashbacks being more narrative.
(I used the "Lock, Stock, and three smoking souls" adventure that featured on GENCON 2005)
It worked well to introduce the characters, and the first part (which was mostly roleplaying) ended up giving a few oppurtunities to also see spellcasting in action and the effective use of trickery/Seduction to break into a building in a rather interesting and alternative way then the story originally planned out for them.
(the adventure would require the players to break into a house to get a specific object, the owner is not at home..but they decided to simply use the doorbell anyway, which made the housekeeper come out to answer eventually…even though his presence wasn;t immediately evident from the first look having no lights on.
Using trickery and a spell, they got him convinced his master was to return earlier then what he was told, and that he would meet them there..so he was to let them in to wait for him for a while.
Using this trick to get inside, they already got themselves passed some of the security measures on the house.)
But yeah ruleswise, it's really a lot of getting used to at first. While the concept at it's essence is really not that hard, it can take a bit to get used to the transfer of dice to other Aspect scores.
However, the biggest problem is simply getting into the thought of generating action sequences..really describing how your going to get out there and fight the creature you face. Once that idea gets over, it generally just goes faster and faster.. and the excitement grew as they started using karma bids to pull of the larger combo's they created.
There was a bit of a problem with the Martial art style though, and I think I am likely to change how they "work", since the preset movements with payoffs may look interesting.. there is a lot more fun that goes into creating your own method of attack.
The martial arts didn't get used as a result, even though I do like them as giving players specific flavours in how they fight and giving bonusses for conforming to them.
They might have worked better if they gave out a small advantage using the style, or had some moves as examples with some method to tack on payoffs for self made sequences within a specified style.
Overall, I really enjoyed the game, and so did my players. However, there are some things to note, and it's definately not a game I feel will be liked by everyone.
The Karma bid idea, makes it occasionally feel a bit metagamey, and might make some players turn away. However, if you embrace the concept, it can put in tense situations and makes any action still have a chance to succeed or fail sepending on the effort and extra reources a player (or enemy) wants to put into it.
I also don't know if I truly understood the rules completely concerning exactly the nature of wounds, and found guns of any type to be especially deadly. Melee weapons tend to rack up quite some damage of their own, giving a high enough Fire score and a few Power actions to charge before your atack and gives the feel that weapon skill (especially using supportive edges, such as fluid fighter) is what makes the weapon more usefull, rather then the weapon itself.
Overall I think the players need to have some form of fascination with high action and and cinematic action scenes. The interesting part is, that if you string together a set of actions, you actually get a chance to have a part or completely pull off an attack that involves a lot more then "I attack, and I hit doing X damage" and also have actual results based on your actions.
I really do need to re-read the rules on some details, but I think that most of the game I ran pretty much according to the rules or at least the way I understood them. But as all players agreed to continue, I can only grow more acostumed to the rules after this.
I would have to admit, it will be hard to promote this game to players which may be a bit adverse to the dynamic D6 system or the whole karma bid thing, or in general the way declaring actions works. It's really a nice game, but it requires a certain mindset..If anything they need to experience it first, perhaps can explain it shortly or give them an example.. beter yet, just have them play through a short sample of how you go through 1 combat round.
Just explaining how it generally goes, helped well enough for my players. But I guess they are used to playing wildly different rpg's by now.