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Arcesilaus

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About Arcesilaus

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    Wallingford, Connecticut, United States
  1. I am mostly responding to the points brought up in this article: https://illuminatinggames.wordpress.com/tag/star-wars-edge-of-the-empire/ many of which I had felt already in the course of play. It's true that I have not yet played in a campaign long enough to get to the Talents that use Destiny Points to activate them. That may really be an issue with my plan, depending on how often one expects to be able to use those Talents. It may be that I just need to up the power of those Talents and then plan for heroes to use them less often.
  2. Hey, all. I am planning to start a new campaign of EotE next week and have been working on what I feel to be an underpowered Destiny Pool system. My plan goes something like this: At the beginning of each session, each player will roll a Force Die, as usual, but instead of adding their roll to a pool for everyone to use, each player will keep his points (light or dark) to himself. Over the course of the adventure, the players can flip their own individual light side points to dark in order to add an automatic triumph to a roll (including the single success a triumph adds). This could result in an automatic critical hit, some nifty terrain or story effect, or roughly the equivalent of 4 advantage. This is, of course, in addition to the possible plot effects of a light side point, which I think do not require any serious changes. The GM, likewise, can flip a player's dark side point to light in order to add a despair to a single roll. A GM can also use that despair as the opposite of a light side point to basically add a "GM Intrusion" (a la Numenera) to add a bit of excitement to a situation. After the initial roll, the players and GM have control of who can use how many Force points, but the average will be something like 1 per session per player, along with 1 GM Intrusion. The end result, hopefully, are more useful and powerful Force Points (reminiscent of the old WEG d6 Force Point) that add color and excitement to a session. Any thoughts? Thanks, O
  3. Hey there. I first encountered Android at Gen*Con '09 and, although we didn't make it through a whole game (we started setting up at 11 pm), was intrigued by the complexity and story elements of the game. At Gen*Con '10, I got my own copy and my gaming group finally tried it out last week. All things considered, the game is not as difficult to play as I was remembering from the '09 experience. After a thorough read of the rulebook, I had it down pretty well and was able to explain the rules to my group in short order. Looking back later, I think we made only one mistake (regarding removing evidence before scoring). I don't remember final scores, other than the fact that I (Rachel) came in last and the winner was Raymond. Raymond won, even though the rest of us spent the entire second week trying to gang up on him, by completing his plot with the best possible outcome and through the conspiracy puzzle (he gained Innocent Hunch VP, but no Guilty Hunch VP). It turned out that, on one of Raymond's turns, he was able to complete 4 rows/columns on the puzzle, thereby gaining 16 VP in one fell swoop. Aside from the tactical errors committed by the rest of us to allow this to happen, our main complaint was the difficulty we had describing these VP in the context of the story. The +4 VP tokens make no sense thematically and seem to be a simple "mini-game" bonus just to add another element to the puzzle. For a sort of throw-away concept, though, it can have a major impact on the outcome of the game, with no way to imagine the result. Although it's obvious to my why the player won the game, I'm unable to come up with a story explanation for why Raymond was more successful than the other investigators in solving the crime. Can anyone out there help with this? Outside of this one criticism, we had a good 6 hour game and will certainly play again. O
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