Buhallin

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  1. My personal favorites: - Machete. Can't beat this for some fill-in fighting power. Fire Axe is another alternative here, depending on the investigator. - Liquid Courage. Outstanding horror heals. - Prepared for the Words. I initially hated this card, but have come to appreciate it for cases where you have low counts of good weapons (like, say, Machete) - Shortcut and Elusive. Movement will always come in handy. - No Stone Unturned. Helps anyone find their key cards, and a friend if you hit yours on the opening. - Lucky. - Double or Nothing. Situational, but always fun. I tend not to go for the unique allies due to class conflicts - they're almost always going to be better used by their "owner".
  2. But dwarves are always short and tough, and elves are tall and slim and good wizards and stupidly good archers. How is that any less a straitjacket? Every rule will provide some limitation - if I want to play a really, really high magic world where even starting wizards can cast more than a few spells, the rules don't let me do that. Straitjacket. So while you can certainly pick some examples of cases where the rules don't bind how you want to play, I can offer just as many where they do, for any system you care to name. And this is the real problem. Rules that reinforce a setting are perfectly fine, but FFG has introduced some conceptual changes to the setting which you just plain don't like. Which is fine, although I think most of the people raging about it lie somewhere between "Never gave it a chance" and "Went hunting for things to dislike." But if you're expecting them to fundamentally change the direction of the setting they're making, I suspect you're going to be pretty disappointed.
  3. Which is fine. But what are we creating here? It seems to me that the game is intended as Movie Samurai mythology, not a Japanese middle-ages cultural simulator. Just like D&D is Movie Fantasy mythology, not a European middle-ages simulator.
  4. No, disciplined people don't spaz out for no reason - because they aren't disciplined 100% of the time. That's my point. How people blow off steam and cope with stress is very relevant to this. Most of us, in our daily lives, have a pretty constant stream of coping mechanisms. We're talking about a society where those are largely absent. There's no point where you can just get drunk and party. No point where you spend a day lounging because you called in sick for a sanity day. Without outlets, people get weird in how they react.
  5. For me, this is based on my previous response. There are elements of roleplaying where it is hard to truly get a sense of your character - a smart player running the dumb fighter, or a less-social player trying to play a character with a high charisma. Trying to manage their internal responses is hard. It's not too bad to deal with the big, crazy, obvious things, but even then a lot of systems have things like Fear mechanics. But that ongoing stress, the day-to-day buildup of life that real people deal with every single day... that's almost impossible for a player to internalize and represent for their character. This system does that for me. Yes, it's a little hand-wavy, and I have to look at it from a pretty high level, but I can do that. And the reality is that people are random. Stress is random. The times when you lose it are random. The idea that you're only ever going to break down due to stress during that big fight, or immediately after, is simply wrong. Things like PTSD will manifest long after the event, at unpredictable times and in unpredictable ways. A lot of people seem to dislike the randomness because they can't control it. To me, that's the point.
  6. Marines are also rather notorious for blowing off steam in pretty crazy and inappropriate ways. Samurai culture is not "Do your job with precision and go nuts all the rest". It's literally 24/7 stoic attention to culture and presentation. It's worth noting that this survives in Japan even to this day. The reported levels of stress within their corporate culture is pretty crazy.
  7. Does it happen multiple times in any given scene with this system? I'll admit we're still setting up our group so I haven't seen it in action, but it doesn't seem that it does. For the triggered bits of losing your cool, I don't think it's meant to. That's left up to roleplaying. It's very easy as a player to represent moments of intense, immediate stress for your character. Representing that subtle buildup of emotions and stresses that you as a player never really experience is much harder.
  8. True story: We've got a small dog that likes to attack our vacuum cleaner. Typically, it's cute but a little annoying. One time, my wife just lost it and started chasing the dog around the house with the vacuum. I still mess with her over it to this day. Why did she lose it right then? What made that one moment biting the front of the vacuum the one that put her over the edge? The answer is that it doesn't matter. At no point in my many retellings of that hilarious moment of losing it has anyone stopped and asked me "But why did that put her over the edge? Why didn't she lose it at work?" If you're trying to invent reasons why it happened right then, IMHO you're trying to over-control it. People lose it at random times for all sorts of reasons that have nothing to do with what they're doing at any specific given moment.
  9. On Strife: First (because it seems to matter which side anyone's on) I don't mind the system. I've played a lot of Exalted, so the idea of the Outbursts/Limit Breaks is pretty comfortable. On the accumulation of points: I look at it far more abstractly. Strife is something which builds up internally all the time. My stress over work is building up whether I'm at work or not, because I'm thinking about it constantly. Because RPG's need mechanical systems to control these things, they tie it to the dice. This makes the dice system more interesting, adding an element of "What do I keep?" to the R&K system that was absent in previous incarnations. So when you pick up strife from a roll, I don't see it as being (entirely) directly related to whatever your doing at that moment. It's a proxy for the broader segment of time you're in, as the stresses and contradictions of your world get to you. Does it make for a perfect 1:1 mechanical parallel? Nope. But I think the end result works if you're willing to let it.
  10. And that player base turned it into a pretty awful story. Getting it out of the hands of the players and AEG's utter mismanagement is the only reason I'm even looking at the system again. Yes, FFG is creating a different feel than the samurai-skinned D&D clone that AEG made. They're putting a lot more weight on personal stories and internal conflicts. They've put some mechanical effects on that to bring out the flaws in characters (possibly too much, but that's a matter of tuning). Like it or not, I don't see that direction changing, and FFG's the one pulling the levers now. You can bank on nostalgia and how you were there first, but it's really irrelevant. This seems to be the game they're making - take it, leave it, house rule it. Those really are your only options.
  11. This is assuming you pass all the tests. A 5 target is never going to be easy, even at an investigator's best skill. It's going to require cards invested to the test as well, and the bag doing what the bag does is going to be very painful. To the broader point that it's a static cost for a variable reward, I agree entirely. I can't imagine this lasting to the final product.
  12. Generally agree with the above. Coffer is interesting, but very expensive. I like the concept of 13th Vision affecting other investigators, but I'll again echo the above - comparing it to Haunted, it seems very out of line with the other Basic Weaknesses. I generally think players design awful cards, but I'm curious to see what happens as these are refined.
  13. I dunno. Maybe I'm too accustomed to working in a highly competitive environment like Silicon Valley where talent is very mobile, but I have a hard time seeing Peterson flying into a blind, self-destructive rage over one employee, even one who'd been there a while like Lukas. And intentionally avoiding what you think is a good system because it's too close to WOTC just sounds mental. I don't like FFG's priorities, but they're not total morons. It's a very corporate culture, and IMHO they've shown themselves to be cutthroat enough that they're not going to make bad decisions over the departure of one employee.
  14. You said "FFG is probably not happy with Wizards right now", like it was somehow relevant to whether or not we should expect MtG to be a reasonable predictor. That seemed pretty nonsensical, so I was just trying to figure it out.
  15. 1) Uniqueness limits what you can have in play, not what you can have in your deck. So you could include two copies in hopes of drawing him sooner, or replacing him if he's discarded/defeated. 2) The Experiment is Massive, so it's never really engaged with any of the investigators, just considered to be engaged. So when he moves, he'll happily move away. I actually think the same would apply even if he were engaged, but I'm not 100% sure of that. Final thought, people are pretty careful about spoilers for this game, if you're going to include specific story elements like the Experiment or game text, you should add spoiler tags.