BigKahuna

Members
  • Content count

    658
  • Joined

  • Last visited

About BigKahuna

  • Rank
    Member
  • Birthday

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    http://gamersdungeon.net
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Sweden
  1. Generic systems generally function on the concept of covering "Genres" as opposed to "themes". So Runebound is covered by fantasy, as would Dragonlance, Forgotten Realms, or anything of the sort. I suspect this game will be the same, so the genre coverage they have pretty much covers most genres. Some I see not getting the coverage they should are superheros and wild west but really that remains to be seen. Right now opinions are forming based on 2 fairly vague articles. Its nothing to hang your hat on.
  2. Generic systems have never been terribly successful, but they have always had a cult following. More than that though the ones that do exist like GURPS, have existed largely unchained for decades. GURPS is now in its 4th edition and you can still use content from as far back as 2nd edition with the current system without any trouble/conversions or logic issues. I do agree with the poster that theme matters, though I would argue its more that tradition matters and focus matters. When you have an RPG system that is built around a theme it typically works a lot better than one that is generic. For example no one is going to run D&D using Genysis, D&D fans will stick with their favorite version of D&D. Same is true for Star Wars, Game of Thrones, World of Darkness etc.. These games have systems designed very specifically for their theme and a generic system will simply not be able to compete and for good reason, simply put, specific systems are almost always better then generic system when you have a specific theme or franchise designed for it. That said, Generic systems do have a place in the world of RPG's in particular for creative GM's who want to design their own worlds or run settings for which no system exists. I found personally the exact opposite to be true when I create a world/setting of my own when it comes to using existing systems designed for a specific theme. For example I find Star Wars to be a terrible system for trying to use it with a hard science-fiction setting, or trying to use D&D in a customized fantasy setting. They just don't work and are too inflexible, requiring countless adaptations and re-writes of inner workings like say the Magic System in D&D that result in me basically creating an entirely new system on my own. Then there is the issue of teaching games. I despise having to constantly switch systems and introducing them to a group every-time I invent or want to run a new setting. A good example is Game of Thrones. Now while I really like the Songs of Ice and Fire system, it was however a real pain in the *** to learn and teach the system just to run the game. I would have much rather use a system that my players already know like D&D, but the D&D system simply did not support a Game of Thrones setting. It was too high fantasy, the classes didn't make sense, abilities didn't make sense, even the general rules where just too cartoony to fit. With a generic system you teach it once and can run a wide range of games/settings/worlds and you don't have to introduce a new mechanic to your group. To me this is a huge advantage. It allows me to run a Wild West setting, Spy Setting, a steampunk settings or a super hero setting without ever having to go back and both learn and teach a new system. GURPS was always really great for this purpose, but in my humble opinion the system is "overclocked" and just requires way too much in terms of prep, not to mention the many balance issues. Despite decades of effort its just too heavy of a system and it really requires you to trim a lot of fat off it. I generic system built around a narrative dice system that is approachable and easy to Teach and Learn, man that is right up my alley. I love the freedom of being creative without having to deal with the technical bits often associated with conversions or having to learn new systems all the time. For me Genysis gets a thumbs up. Its a generic system, it uses an established and well received mechanic and its coming from FFG which means great long terms support and quality. I wouldn't expect it to be a blow out success but I think there is enough of a RPG community around to embrace it and make it successful enough to keep it alive. FFG has my full support on this one, I will definitely be picking up the core book as soon as its available.
  3. I don't disagree but the thing about the Waiqar army is that they are highly dependent on their synergies and the less units you have committed to supporting the Waiqar synergy the more vulnerable you are to that synergy being broken up. Its my experience that the Waiqar always loose games in which the core synergies are shut down. They simply don't have the comparative stats and dials to match the human army in a straight fight and they will be outmaneuvered at every step whether its on the charge, in combat and just movement on the battlefield. Their synergy is their power, its what makes them so dangerous. Dedicating a unit that is not part of that weakens that synergy. Now grant it (and I agree with you), this new unit has its own free roaming threat on the board which will certainly modify the position of enemy units and it can be used to lay traps to make synergies more effective (its really how I see them being used). This will make it the first unit of its kind for the Waiqar but we have already seen this effect in our matches in the hands of the humans, who's Knights really have the same function. Their presents alone requires a very different strategy both in deployment, how we choose objectives, where we place obstacles, even how we build lists is affected by the assumption that we will face human knights. So there is a lot more going on here then simply a mathematical calculation or a conversation about synergy. Every new unit will alter the potential for fielded units and since your opponent won't know if you will or won't include Death Knights, they must assume that you might and that may be all that is need (the mere threat of it being there) to alter List Building and meta thinking about how battles play out.
  4. Agreed, I think they look cool and have great stats, but I'm uncertain exactly what role they will play in a Waiqar list. They really aren't contributors or benefactors of Waiqar synergy, so they are kind of an odd group out there doing their own thing. That however doesn't mean I can't see myself using them, after all, they have a Defense of 3, Rolling 3 dice and they have Impact. That right there is a self contained synergy tar pit. You have to love the cost of the unit. The stretch between 2*1 and 2*2 is high (almost double) but the cost difference between a 2*2 & 2*3 is negligible, a mere 13 points to get a ridiculous 18 defense worth of meat to grind through. Not to mention that dial, oh how I love that dial.
  5. I thought it would be fun to pull some web analytics reports on people visiting gamersdungeon yesterday from the Fantasy Flight Games forum. I always find it fascinating to see what countries people are from. There were 108 Visitors yesterday from the forums, here is the breakdown. Oh and just FYI if your from Malta, raise your hand. Basically one of my favorite vacation spots of all time! United States 60 Germany 13 Chile 12 United Kingdom 11 Spain 7 Canada 5 Australia 5 Poland 3 Sweden 3 Romania 3 France 2 Czech Republic 2 Croatia 1 Estonia 1 Taiwan 1 Singapore 1 Italy 1 Hungary 1 Argentina 1 New Zealand 1 Netherlands 1 Malta 1 Lithuania 1 Austria 1
  6. Yeah this is my concern as well. The game was very cheap to get into but I can from recent releases that they are really geared towards ramping up the cost very dramatically. We went from 100 bucks getting you 16 Trays of Units, to 75 bucks getting you 6 Trays of Units. Now we are seeing some of those cross faction units which one might have originally thought would be limited to Kari, but with the Ankaur reveal its clear that all factions are going to get something along those lines. Plus there is the whole upgrades thing where you might need more of certain ones like Combat Ingenuity, then what you get in a upgrade set for your core set units. The curve is definitely rising, I suspect before to long this game will be just as expensive to keep up with as Armada, X-Wing and perhaps even old GW.
  7. Oh I'm not questioning the popularity of re-hashing standard fantasy fluff, I'm sure that this was an economically good move but as a reviewer and fan of games, I'm always looking for the next BIG HIT, one that defines what the standard is for the future. FFG has made a very safe play, to me which is fine, but this is not how you separate yourself from the crowd or break new ground. It's far riskier and takes a far greater degree of skill, imagination and creativity to invent, then to copy. In my humble opinion, if there is anyone in the market place that had the potential to bring us something like that it would have been FFG. Android is a good example of their ability to produce something truly unique. Just consider some of the standards set by companies that decided to break away from the norm in the last couple of decades in gaming. White Wolfs World of Darkness for example. They could have just made a fantasy game, but they said, no, we are going to define a genre and while "whacky" and certainty different it was awesome.
  8. Yeah you might be on to something there. Strictly speaking, the world is generic and the system has a lot of calculable benefits and drawbacks that I think balance even in an asymmetrical game full of faction is "mostly" achievable. Sure it might not be perfect, but if you are looking at the game today coming out of games like Warhammer Fantasy or Age of Sigmar, you might feel like your taking a big step backwards and I would understand that sensation. Besides its fun to go to a game night with a big group and everyone has a unique army from a set of many armies. Right now and for the foreseeable future my only opponents are going to be humans or Elves and I think that might get tiresome after a while. I certainly felt that way about X-Wing and Armada.. it was like.. ok another slightly altered Imperial list.. whooopi
  9. I have a general policy never to defend my reviews and I'm not about to stray from that but I think you raised an interesting topic in regarding to some of the other systems & associated lore for games like Warmachine for example. In short I have to disagree here. I think what companies like Privateer Press have done is to create something truly original, something that stands out from the rather dreary re-hashed "Middle-Earth" mythos based high fantasy. In table top and PC gaming, we see so much clearly copy/pasted fantasy worlds that it just becomes completely tiresome to me. I often feel like even describing the lore of a "standard/generic" fantasy world is just pointless. Why not just say, ok, we are like Warhammer but our Undead wear armor... that's our shtick. I understand that their is a kind of gaming culture were we have certain presumptions that must exist or else it feels "whacky" and believe me I have that instinct to, so I do get it, but I find it quite boring to have all of the common flavor in everything. Yes, Undead Regenerate and they are scary causing fear and elves are quick and nibble and must always be great archers and humans must have knights in shining armor... I mean, its been done 1000 times before. I personally love it when someone like Privateer press comes along and is like "screw all that". And the thing is that even in traditional fantasy gaming communities this sort of shakeup usually works quite well. Consider D&D for example. We got so many generic worlds from Forgotten Realms, Dragonlance and Mysteria, but there are a few that truly stand out and they are amazing like Dark Sun, Scarred Lands or Ravenloft. I know that these are not nearly as popular, but in my humble opinion they are far more creative and interesting. The world of Greyhawk and Forgotten Realms is practically indistinguishable, but there is absolutely no mistaking playing in a world like Dark Sun or Ravenloft. For me personally, I think Runewars lore could have been a lot more and I don't see any benefit in it being a lot less.
  10. If we have learned anything from the years of GW releases its that the more you add the more unbalanced things become in the long run and the more out of date things become leaving armies untouched for years at a time. This is a lesson most miniature game makers have learned and applied at this point. I think we will eventually see more then 4 factions but I predict we will be in the 4 faction zone for several years at the absolute minimum.
  11. A humble plug for a review of the Runewars core set. Probably one of the toughest reviews I have done in the last few years, maybe some might find it helpful. Gamersdungeon.net
  12. Suffice to say, knowing your opponents dials is important, you need to know what they might do in order to know what you can/should do. I think right now its fairly easy but with multiple armies, a bunch of new units... its going to get hectic. Good reference sheets are going to become a thing in particular if your like me and have the memory of a goldfish.
  13. Exactly but I think this is where FFG has really hurt themselves. I've already purchase 3 core sets... Now I'm missing a ton of upgrades. I can either shell out stupid amounts of money just to get a small hand of cards, or I can proxy everything and skip events. While I could certainly afford it, on principle alone there is no way I'm doing that so basically it means as far as Runewars goes, competitive play is out. At least until they make the cards I need available somehow.
  14. We have talked about this quite a bit on the forums before and there is one aspect of this that personally chaps my hide. My main beef is that for competitive players you will have to effectively replace your core set miniatures with expansions anyway and it actually has turned out that competitive players should have skipped the core set entirely and waited for the expansion. The reason is simple. You CAN buy all of the upgrades from the core set separately without models, but you can't buy the upgrade cards from the expansions separately. So if you want to give your core set 2x1 archers combat ingenuity, you will have to buy the expansion, but if you do, now you have 2 2x1 Archers and one is still missing combat ingenuity. As a competitive players this is of course not acceptable, so you'll end up getting a second and maybe even a third set, effectively making your original archer purchase largely obsolete. Really this model is far worse then the previous system where you had to collect multiple factions because at least in the other model you would have the other faction to play with. now we still can't get all the cards we need without buying unnecessary expansions but to make matters worse, we don't even get access to the other factions and if we choose to pursue the other factions we have to buy unnecessary expansions there as well. Its actually an even bigger F-U then with X-Wing and Armada. The smart players will wait for the Runewars Game Essentials Pack, then pick up the expansions. Its more expensive, but you cut some cost in buy the essentials pack and at least you won't have to purchase a bunch of units you don't need with missing upgrades you want. .
  15. Well its becaus... oh... nevermind lol