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Games you really wanted to like...but couldn't

Started by TheShadow, April 02, 2011, 08:30:29 AM

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Pseudoephedrine

Quote from: Aos;459619wrong thread?

Hah, yeah, whoops. <:)
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

mxyzplk

#106
With Soylent Green on Rune. After Feng Shui I was really looking forward to Robin Laws' next, and Vikings are cool, so it seemed like a shoo-in, and then it was a weird budget-fest that I couldn't even begin to attempt to run.

Savage Worlds.  With Savage Worlds there isn't enough meat there unless the GM (or "Savage Molester," as he's called in the book) is willing to be off-the-cuffing stuff, and he wasn't. "I'm sorry that seems like a valid Strength trick but the game only defines Smarts and Agility tricks." "Oh well then this system is boring as all fuck."  Also probably the GM's style is to blame, he'd just suddenly take 15 minutes to biuld a big HeroClix battle mat and put the exact same generic goblin and dwarf minis down on it (we never fought dwarves or goblins, they were stand-ins) and look at us and say "What do you want to do?" "To what?  Where are we?  What do those goblins represent?  Why are you a big freak?" But we gave it two campaigns. Once the final one ended with us getting killed by the traditional SW "guy you can't hit ever except on super lucky explosions" we boycotted.

With FATE/Dresden Files, it wasn't really the core mechanics that got us. Well, maybe it was.  I just remember the wizard continually outshining other people in their specialty, and then us taking an egregiously long time to cast some detection spell.  "Do we have enough juju to make it work?   No?  OK, we put in... Some grass, because he was on grass when he was abducted!  Still not enough?  We put in... A phone book with his name in it!  How about now?" We stole Aspects and just added them to our Pathfinder characters, that works well enough.
 
D&D 4e, because I actually liked D&D in Basic, 1e, 2e, and 3e.

M&M 2e and Spycraft 2e.  I loved 1e of both, and I was fine with upgrading and bought the books for both sight unseen. And with both, they took a fine RPG and ladled on big levels of complexity and made it read like an encyclopedia full of definitions and not a game. I think it's at this point I decided giant games were not for me any more and started eyeballing lighter approaches (though sadly Savage Worlds was supposed to be the lead candidate there).
 

JDCorley

Yeah, with Dresden Files, much like in the books, if a wizard has unlimited time, there's virtually nothing they can't do. It's important to have ex-girlfriends and loan sharks constantly hassling you for no reason, putting limited time on it, otherwise there's just no challenge and everything is relaxed and easy.

Noclue

Quote from: mxyzplk;459835With FATE/Dresden Files, it wasn't really the core mechanics that got us. Well, maybe it was.  I just remember the wizard continually outshining other people in their specialty, and then us taking an egregiously long time to cast some detection spell.  "Do we have enough juju to make it work?   No?  OK, we put in... Some grass, because he was on grass when he was abducted!  Still not enough?  We put in... A phone book with his name in it!  How about now?"

When we do a ritual and there's no pressure, it's a moment for the player to add cool color by describing their ritual and all its occult symbolism and unique components. Of course, things are rarely so serene, what with all the Compels and the evil Wardens trying to mind control us and frame us for murder.

mxyzplk

Quote from: Noclue;459842When we do a ritual and there's no pressure, it's a moment for the player to add cool color by describing their ritual and all its occult symbolism and unique components. Of course, things are rarely so serene, what with all the Compels and the evil Wardens trying to mind control us and frame us for murder.

And more power to you, I'm just saying our entire group was bored as fuck with the whole thing and expressed no interest in going back for more. Might have been the GM, may have been us misunderstanding, but it ended badly enough there was no second attempt.
 

Tommy Brownell

Quote from: mxyzplk;459835Savage Worlds.  With Savage Worlds there isn't enough meat there unless the GM (or "Savage Molester," as he's called in the book) is willing to be off-the-cuffing stuff, and he wasn't. "I'm sorry that seems like a valid Strength trick but the game only defines Smarts and Agility tricks." "Oh well then this system is boring as all fuck."  Also probably the GM's style is to blame, he'd just suddenly take 15 minutes to biuld a big HeroClix battle mat and put the exact same generic goblin and dwarf minis down on it (we never fought dwarves or goblins, they were stand-ins) and look at us and say "What do you want to do?" "To what?  Where are we?  What do those goblins represent?  Why are you a big freak?" But we gave it two campaigns. Once the final one ended with us getting killed by the traditional SW "guy you can't hit ever except on super lucky explosions" we boycotted.

Now, I reuse maps and minis all the time...but I make damn sure everyone knows what is what...=P
The Most Unread Blog on the Internet.  Ever. - My RPG, Comic and Video Game reviews and articles.

geekgazette

#111
Palldium(Rifts, Fantasy, Etc), Hero System, Savage Worlds, L5R, & 4e. I wanted to love them all and I thoroughly enjoy reading the books, I just don't like playing them.

Noclue

Quote from: mxyzplk;459843And more power to you, I'm just saying our entire group was bored as fuck with the whole thing and expressed no interest in going back for more. Might have been the GM, may have been us misunderstanding, but it ended badly enough there was no second attempt.

Were your Savage Worlds GM and your Dresden Files GM the same dude?

mxyzplk

Quote from: Noclue;459884Were your Savage Worlds GM and your Dresden Files GM the same dude?

No, the Savage Worlds GM was a player in the Dresden one-shot.
 

Ghost Whistler

The problem I have with SW is the tone. I can't imagine a SW version of 40k because the iconography, tone, the pulpy style of the whole package is completely at odds. With something like Deadlands, no problem.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

The Butcher

Quote from: Ghost Whistler;460055The problem I have with SW is the tone. I can't imagine a SW version of 40k because the iconography, tone, the pulpy style of the whole package is completely at odds. With something like Deadlands, no problem.

I feel the same.

The tone in general is borderline stupid in a Saturday morning cartoon-ish way, though this was considerably ameliorated in the Explorer's Edition. Still, some poor choices linger in the game jargon ("the drop"???).

SW is primed for games in which the characters, even newbies, are awesome all (or most) of the time. The game assumes right out of the gate that Wild Card characters (PCs and important NPCs) are Dame Fortuna's godchildren. They are hard to kill, dice explode fairly often, fumbles are rare, and Bennies allow them not only to reroll failed tasks, but also to soak wounds, literally shrugging off injuries that kill or incapacitate lesser men (Extras).

In a way, it's not entirely unlike D&D 4e, in that it substitutes the traditional (and all too often, lethal) tactical challenges of old school games for resource management (Bennies), battlefield positioning (I tend to downplay the last and handwave a lot, since I don't use miniatures or a grid), etc.

It's a good fit if you want to emulate the stylized violence of a Hollywood action movie, or a Saturday morning cartoon. Which is to say, I cannot think of a worse fit than WH40K and SW. WH40K is a universe in which Bad Things happen to Larger-Than-Life Characters (yes, I think even DH characters are pretty awesome by the standard of their day). SW is a game in which Awesome Things happen to Ordinary (but Extraordinarily Gifted/Lucky) Characters.

thedungeondelver

Quote from: Ghost Whistler;460055The problem I have with SW is the tone. I can't imagine a SW version of 40k because the iconography, tone, the pulpy style of the whole package is completely at odds. With something like Deadlands, no problem.

Yeah; a regular in our biweekly AD&D game insisted I run my Twilight:2000 game with SW and man they do not mix.
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l

The Butcher

Quote from: The Butcher;460098Which is to say, I cannot think of a worse fit than WH40K and SW.

Quote from: thedungeondelver;460220Yeah; a regular in our biweekly AD&D game insisted I run my Twilight:2000 game with SW and man they do not mix.

I stand corrected...

Cole

Quote from: The Butcher;460231
Quote from: The Butcher;460098Which is to say, I cannot think of a worse fit than WH40K and SW.

Quote from: thedungeondelver;460220Yeah; a regular in our biweekly AD&D game insisted I run my Twilight:2000 game with SW and man they do not mix.

I stand corrected...

Harn?
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Ulas Xegg

The Butcher

Quote from: Cole;460233Harn?

The topic deserves its own thread. ;)