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Post by oldskolgmr on Dec 29, 2021 12:28:34 GMT -5
Inspired by a post from a nameless person ( El Borak ) . A review of Metamorphosis Alpha Deluxe collector's edition (here after MADCE) from Goodman Games. First, I only ever write reviews of things (games, books, restaurants, services, etc.) that I like. There is enough negative stuff on the 'net as it is. I did say this is biased. Second, I'm not a game designer or regular reviewer. I have no professional background, I find out about things that interest me, I research them and if after a while I think they are worth my money I buy them (usually on sale). I'll post the table of contents; Foreword, by James M. Ward pg. 7 (2014). Chapter One: Introduction and History pg. 9 Introduction by Tim Kask pg. 10 (2014) A History of Metamorphosis Alpha, by Jon Peterson pg. 13 (2014?) An Interview with James M. Ward pg. 16 (2014?) Chapter Two: Original 1976 publication [1st ed. rules]. pg. 21. So Pros; The book itself is a lovely hardback. It is quite large, 11"x15''. It has lovey added illustrations for this edition. It also has a ribbon to mark your place or important section. So layout mostly a Pro (see below for Con). I enjoyed the background on MA, especially by James M. Ward. The first thing that struck me was that when Jim Ward wrote the rules, he really tried to go in a different direction than he felt Gary Gygax had gone with D&D. Characters start with a lot of HP's and those never increase. Characters don't get Exp. or Level up, your character hopefully accumulates devices and knowledge (you as a player learn more about the Referee's ship). The idea seems like more of an attempt to immerse the Players and the Characters in a relatively descriptively knowledge dense setting, perhaps like the early Blackmoor games where players had no rules to reference. The rules are simple and require a Referee to add more (you have to make house rules really). For me that's a Pro. James M. Ward apparently starts all his games with the warning that this is a very lethal setting. He's not out to kill you but almost everything is, play smart. Combat with enemies can be very dangerous or lethal. Since there's no systematic reward for direct conflict, out thinking or avoiding fights is a win in every situation. This is a game about survival and knowledge. For me a Pro. Cons; The print size for the rules was increased by 10% for MADCE, but it's still small. I was able to read it in good light, on way more caffeine than usual, with my reading glasses on. If your eyesight is poor a PDF of the 1st ed. rules may be your only option for reading. Next time Chapter Three: Articles.
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Post by oldskolgmr on Dec 30, 2021 23:18:19 GMT -5
Review continued from last post.
Chapter Three: Magazine Articles pgs. 55 - 90.
The articles section is very complete, it includes almost all the articles printed concerning Metamorphosis Alpha (from The Space Gamer, The Dragon, and The Dungeoneer). There is a complete Bibliography of the remaining articles, that are not in the MADCE, for serious collectors (all six of them). Pros: the articles add significantly to the whole picture of The Warden, many of the articles are by James Ward. I think they clarify or add a lot to the basic game. I love this section. Pro. The font size is Much larger than that of reprint of the original rule. I didn't have any issues reading the articles at night, without my reading glasses. Pro. The original art from the articles is also reprinted. Pro.
Cons: None at the time of this writing.
Next Chapter Four: Supplemental Material.
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Post by simrion on Jan 4, 2022 6:18:48 GMT -5
I enjoyed the background on MA, especially by James M. Ward. The first thing that struck me was that when Jim Ward wrote the rules, he really tried to go in a different direction than he felt Gary Gygax had gone with D&D. Characters start with a lot of HP's and those never increase. Characters don't get Exp. or Level up, your character hopefully accumulates devices and knowledge (you as a player learn more about the Referee's ship). Thanks for doing this, looking forward to your overall review! This is one of the most interesting observations and one of the true oldschool vibes where experience and knowledge of the players was far more emphasized over the accumulation of character ability. Interesting that James did provide a form of "leveling up" and potential ability increase in his Gamma World setting.
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Post by oldskolgmr on Jan 6, 2022 13:40:33 GMT -5
I agree simrion . Ah! Today is Chapter Four: Supplemental Material, pgs. 91 - 126. The Chapter contains the Official errata for the 1st ed. rules (previously published). The fonts continue in a standard size for readability. The Chapter collects many writings about MA, many without a listed publication date. At least one writing is reprinted from MA 3rd ed. by James Ward. This section also has a new 10-page introductory adventure, for MADCE. A brief appendix N is listed for inspiration as well. Pros: Regular font size for improved readability (over the original rules). Pro. The introductory adventure was created and used by James Ward. I will paraphrase him, I have used something like this for hundreds of conventions, the players didn't even need to know the rules. They generally left with smiles on their faces. Pro. There is new art for this MADCE from Goodman games, all enjoyable. Pro. There is a fine article on running MA in a traditional manner, giving some detail on using Rulings not Rules, the need for house rules, the lack of Xp. and levels. Pro Cons: Again, none at this time. Last, Chapter Five: Original Playtest Documents.
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Post by Vladimir, The Dark Prince on Jan 6, 2022 14:32:04 GMT -5
First, I only ever write reviews of things (games, books, restaurants, services, etc.) that I like. There is enough negative stuff on the 'net as it is. I did say this is biased. Second, I'm not a game designer or regular reviewer. I have no professional background, I find out about things that interest me, I research them and if after a while I think they are worth my money I buy them (usually on sale). I really agree with the part I bolded and it is easy to find negative reviews, but positive reviews from fellow average gamers are pretty rare. Looking forward to your future posts.
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Post by Vladimir, The Dark Prince on Jan 6, 2022 14:35:22 GMT -5
I enjoyed the background on MA, especially by James M. Ward. The first thing that struck me was that when Jim Ward wrote the rules, he really tried to go in a different direction than he felt Gary Gygax had gone with D&D. Characters start with a lot of HP's and those never increase. Characters don't get Exp. or Level up, your character hopefully accumulates devices and knowledge (you as a player learn more about the Referee's ship). Thanks for doing this, looking forward to your overall review! This is one of the most interesting observations and one of the true oldschool vibes where experience and knowledge of the players was far more emphasized over the accumulation of character ability. Interesting that James did provide a form of "leveling up" and potential ability increase in his Gamma World setting. Yeah, this is great stuff. I really like Jim Ward's writing and I like the way that he emphasized experience and knowledge.
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Post by Vladimir, The Dark Prince on Jan 6, 2022 14:37:15 GMT -5
I agree simrion . Ah! Today is Chapter Four: Supplemental Material. The Chapter contains the Official errata for the 1st ed. rules (previously published). The fonts continue in a standard size for readability. The Chapter collects many writings about MA, many without a listed publication date. At least one writing is reprinted from MA 3rd ed. by James Ward. This section also has a 10-page introductory adventure. A brief appendix N is listed for inspiration as well. Pros: Regular font size for improved readability (over the original rules). Pro. The introductory adventure was created and used by James Ward. I will paraphrase him, I have used something like this for hundreds of conventions, the players didn't even need to know the rules. They generally left with smiles on their faces. Pro.There is new art for this MADCE from Goodman games, all enjoyable. Pro. There is a fine article on running MA in a traditional manner, giving some detail on using Rulings not Rules, the need for house rules, the lack of Xp. and levels. Pro Cons: Again, none at this time. Last, Chapter Five: Original Playtest Documents. I am going to agree with something PD has said multiple times, players should not have to know the rules or at least very small amounts.
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Post by simrion on Jan 6, 2022 19:12:46 GMT -5
I bought the tome second hand having missed the kick starter for it. Very happy to have though my prized copy is an early printing signed by David sutherland III. The hardcover is just a solid and beautiful book.
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Post by El Borak on Jan 8, 2022 16:00:08 GMT -5
First, I only ever write reviews of things (games, books, restaurants, services, etc.) that I like. There is enough negative stuff on the 'net as it is. I did say this is biased. Second, I'm not a game designer or regular reviewer. I have no professional background, I find out about things that interest me, I research them and if after a while I think they are worth my money I buy them (usually on sale). I really agree with the part I bolded and it is easy to find negative reviews, but positive reviews from fellow average gamers are pretty rare. Looking forward to your future posts. oldskolgmr have an exalt for this! I am loving your review, you are doing a great job with it. Looking forward to the remainder of the review. Then for your next effort - a review of OD&D.
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Post by oldskolgmr on Jan 11, 2022 10:00:17 GMT -5
Well thank you to El Borak, The Semi-Retired Gamer, hengest, Vladimir, The Dark Prince and simrion for the interest in this review! And thanks again to El Borak for suggesting it! I will finish up today before I respond to individual comments, lest I derail the thread. Chapter Five: Original Playtest Documents, pgs. 128 - 135. This Chapter contains an Introduction by James Ward (designer), and Josheph Goodman (publisher) for the 2014 MADCE printing. Followed by color copies of seven of James Ward's handwritten playtest documents. Gary Gygax and Brian Blume were the first two players. Pros: An evolution on paper can be seen, as James Ward writes himself notes in the margin. A view into any game's creation like this is useful to me. Pro (see Cons below, though). The whole 8 1/2 by 11'' sheets have been through an excellent scanning process, and they are full-sized and very clear. Pro. Some of these pages are graph paper maps (again full sized, and very clear). I'm a map guy so for me, Pro. Cons: James Ward, in his introduction, asks us to remember that these are handwritten, notes for him, sometimes in personal shorthand. As such that does mean I have to piece together his handwriting style. A bit of a Con. Overall, I am happy with MADCE. It more than I was expecting actually. The additional art really works for me. Eighty dollars is a lot for a Coffee table sized game book. I bought mine on Goodman Games Black Friday sale for about fifty-seven dollars (including shipping), and with holiday money. I will make a couple of addition to my posts to add some clarity, soon.
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Post by True Black Raven on Jan 11, 2022 10:37:14 GMT -5
Well thank you to El Borak , The Semi-Retired Gamer , hengest , Vladimir, The Dark Prince and simrion for the interest in this review! And thanks again to El Borak for suggesting it! I will finish up today before I respond to individual comments, lest I derail the thread. Chapter Five: Original Playtest Documents, pgs. 128 - 135. This Chapter contains an Introduction by James Ward (designer), and Josheph Goodman (publisher) for the 2014 MADCE printing. Followed by color copies of seven of James Ward's handwritten playtest documents. Gary Gygax and Brian Blume were the first two players. Pros: An evolution on paper can be seen, as James Ward writes himself notes in the margin. A view into any game's creation like this is useful to me. Pro (see Cons below, though). The whole 8 1/2 by 11'' sheets have been through an excellent scanning process, and they are full-sized and very clear. Pro. Some of these pages are graph paper maps (again full sized, and very clear). I'm a map guy so for me, Pro. Cons: James Ward, in his introduction, asks us to remember that these are handwritten, notes for him, sometimes in personal shorthand. As such that does mean I have to piece together his handwriting style. A bit of a Con. Overall, I am happy with MADCE. It more than I was expecting actually. The additional art really works for me. Eighty dollars is a lot for a Coffee table sized game book. I bought mine on Goodman Games Black Friday sale for about fifty-seven dollars (including shipping), and with holiday money. I will make a couple of addition to my posts to add some clarity, soon. These things can be pricey, I understand why, but I still can't afford it. Seems it would have been good for James Ward to have commented a little on his notes, particularly the shorthand notes.
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Post by True Black Raven on Jan 11, 2022 10:38:05 GMT -5
Do you have any comments on things that struck you as revelations of things you just didn't know or understand before?
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Post by Vladimir, The Dark Prince on Jan 11, 2022 11:00:24 GMT -5
Well thank you to El Borak , The Semi-Retired Gamer , hengest , Vladimir, The Dark Prince and simrion for the interest in this review! And thanks again to El Borak for suggesting it! I will finish up today before I respond to individual comments, lest I derail the thread. Chapter Five: Original Playtest Documents, pgs. 128 - 135. This Chapter contains an Introduction by James Ward (designer), and Josheph Goodman (publisher) for the 2014 MADCE printing. Followed by color copies of seven of James Ward's handwritten playtest documents. Gary Gygax and Brian Blume were the first two players. Pros: An evolution on paper can be seen, as James Ward writes himself notes in the margin. A view into any game's creation like this is useful to me. Pro (see Cons below, though). The whole 8 1/2 by 11'' sheets have been through an excellent scanning process, and they are full-sized and very clear. Pro. Some of these pages are graph paper maps (again full sized, and very clear). I'm a map guy so for me, Pro. Cons: James Ward, in his introduction, asks us to remember that these are handwritten, notes for him, sometimes in personal shorthand. As such that does mean I have to piece together his handwriting style. A bit of a Con. Overall, I am happy with MADCE. It more than I was expecting actually. The additional art really works for me. Eighty dollars is a lot for a Coffee table sized game book. I bought mine on Goodman Games Black Friday sale for about fifty-seven dollars (including shipping), and with holiday money. I will make a couple of addition to my posts to add some clarity, soon. Thanks for doing these, that are quite interesting and some good information. Maybe you should start a blog and cross post some of your stuff here to an expanded blog post now and then.
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Post by oldskolgmr on Jan 15, 2022 8:15:41 GMT -5
I enjoyed the background on MA, especially by James M. Ward. The first thing that struck me was that when Jim Ward wrote the rules, he really tried to go in a different direction than he felt Gary Gygax had gone with D&D. Characters start with a lot of HP's and those never increase. Characters don't get Exp. or Level up, your character hopefully accumulates devices and knowledge (you as a player learn more about the Referee's ship). Thanks for doing this, looking forward to your overall review! This is one of the most interesting observations and one of the true oldschool vibes where experience and knowledge of the players was far more emphasized over the accumulation of character ability. Interesting that James did provide a form of "leveling up" and potential ability increase in his Gamma World setting. I thought I'd respond to posts on this review. First to simrion on the above post, I agree that James Ward really went in a different direction with Levels and Experience in Gamma World. Why I don't really know, I haven't heard him comment on that in interviews I've heard or read. Purely from my own recent experience (Original EPT), when my character leveled up, I felt a sense of satisfaction. (My prior playing background was years of games like GURPS, and WOD where increases were much more incremental). I also really enjoy higher levels unlocking whole new abilities (for spellcasters).
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Post by oldskolgmr on Jan 16, 2022 11:54:07 GMT -5
Hi, I'm still replying to comments. To Vladimir, The Dark Prince, on your posts. First, thank you, the decision to only review things I like began with a friend who does movie reviews. Second, it was a cool move on James Ward's part to exclude rules for experience, however he has house rules (in the Book) that demonstrate slight changes from that (mostly because characters die fast in his games). Third, rules can really bog down a game for new players, and in general. However, I've recently seen how a lack of rules can give younger players a sense of power. IMHO, people can require a fast negative response to learn consequences. Wait and the behavior will be repeated. (DM: You burn the whole town down and kill everyone??? Player(s): Yup. DM: Suddenly, you hear the sound of horse hooves pounding as the King's Guard charges toward you.) Fourth, at present I'm not interested in blogging. I may cross post my writings here to other sources, but I doubt it.
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Post by oldskolgmr on Jan 16, 2022 12:10:08 GMT -5
Response to El Borak, Thank you for encouraging me to begin this thread, and I appreciate the Exalt. I hope you enjoyed my review. I do not at present actually own a copy of OD&D. I know it's reasonably priced on Drivethru, but I am waiting a few months before I purchase any more games. I would be hesitant to review OD&D without Chainmail, and more research into Blackmoor's origins. I have read some of Dan Boggs blog on the background, and Chirine Ba Kal's (Jeff Berry's), Michael Mornard's, Greg Svenson's, and Rob Kuntz's posts. I am most impressed by what I see people using it for currently, a design template for ingenious games.
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Post by oldskolgmr on Jan 16, 2022 12:49:41 GMT -5
To True Black Raven, "These things can be pricey, I understand why, but I still can't afford it." Oh yeah, it's crazy to have to pay some of these prices. I'm not sure I can justify paying for hardcopy, if I don't plan to use a game a lot. Even then I play over the net, so a book can be a bother. For Metamorphosis Alpha, just go to The Internet Archive and plug in the name. Get a feel for the background, pick a post apocalypse game (or OD&D, MIY rules) and go. For example, I'm not going to buy The Starship Warden book (even as a PDF). I won't pay the money, and I want to have my own weird ship not something written up. "Seems it would have been good for James Ward to have commented a little on his notes, particularly the shorthand notes." Well, yes. I agree. I don't know how good his eyesight (James has diabetes), or memory were at the time of writing though. He does apologize in his introduction to the Chapter about his handwriting.
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Post by oldskolgmr on Jan 16, 2022 13:01:07 GMT -5
Do you have any comments on things that struck you as revelations of things you just didn't know or understand before? Yes, a lot of the real golden goodness of the whole book was really in the essays and articles people wrote about running a game. Getting that Metamorphosis Alpha feeling. The articles talked about the need for house rules. I liked how there was one whole essay on playing MA in a traditional manner. Rulings not rules, House rules, XP & Levels, Lethality (Play at your characters own risk). Players should be able to make characters fast and easy, back story (??), and plan to lose a few playing. (No hard feelings).
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Post by The Perilous Dreamer on Jan 16, 2022 21:03:52 GMT -5
Do you have any comments on things that struck you as revelations of things you just didn't know or understand before? Yes, a lot of the real golden goodness of the whole book was really in the essays and articles people wrote about running a game. Getting that Metamorphosis Alpha feeling. The articles talked about the need for house rules. I liked how there was one whole essay on playing MA in a traditional manner. Rulings not rules, House rules, XP & Levels, Lethality (Play at your characters own risk). Players should be able to make characters fast and easy, back story (??), and plan to lose a few playing. (No hard feelings). Sounds great, I have read that James Wards running of games was awesome!
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Post by The Perilous Dreamer on Jan 16, 2022 21:04:47 GMT -5
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Post by oldskolgmr on Jan 16, 2022 23:52:31 GMT -5
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Post by Vladimir, The Dark Prince on Jan 24, 2022 23:36:00 GMT -5
Thanks for doing this, looking forward to your overall review! This is one of the most interesting observations and one of the true oldschool vibes where experience and knowledge of the players was far more emphasized over the accumulation of character ability. Interesting that James did provide a form of "leveling up" and potential ability increase in his Gamma World setting. I thought I'd respond to posts on this review. First to simrion on the above post, I agree that James Ward really went in a different direction with Levels and Experience in Gamma World. Why I don't really know, I haven't heard him comment on that in interviews I've heard or read. Purely from my own recent experience (Original EPT), when my character leveled up, I felt a sense of satisfaction. (My prior playing background was years of games like GURPS, and WOD where increases were much more incremental). I also really enjoy higher levels unlocking whole new abilities (for spellcasters). Levels are fun, that is why they have been imported into so many things.
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Post by Vladimir, The Dark Prince on Jan 24, 2022 23:41:44 GMT -5
Hi, I'm still replying to comments. To Vladimir, The Dark Prince , on your posts. First, thank you, the decision to only review things I like began with a friend who does movie reviews. Second, it was a cool move on James Ward's part to exclude rules for experience, however he has house rules (in the Book) that demonstrate slight changes from that (mostly because characters die fast in his games). Third, rules can really bog down a game for new players, and in general. However, I've recently seen how a lack of rules can give younger players a sense of power. IMHO, people can require a fast negative response to learn consequences. Wait and the behavior will be repeated. (DM: You burn the whole town down and kill everyone??? Player(s): Yup. DM: Suddenly, you hear the sound of horse hooves pounding as the King's Guard charges toward you.)Fourth, at present I'm not interested in blogging. I may cross post my writings here to other sources, but I doubt it. You burn the town and kill everyone. A few days later, well there were survivors returning to town who saw you and what was happening, they hid in the brush and you are now outlaws and every man's hand is against you, the King has placed a large bounty on your heads. If possible he wants you returned alive so that he can make an example of you.
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Post by Vladimir, The Dark Prince on Jan 24, 2022 23:43:59 GMT -5
Do you have any comments on things that struck you as revelations of things you just didn't know or understand before? Yes, a lot of the real golden goodness of the whole book was really in the essays and articles people wrote about running a game. Getting that Metamorphosis Alpha feeling. The articles talked about the need for house rules. I liked how there was one whole essay on playing MA in a traditional manner. Rulings not rules, House rules, XP & Levels, Lethality (Play at your characters own risk). Players should be able to make characters fast and easy, back story (??), and plan to lose a few playing. (No hard feelings). I would love to read that essay!
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Post by simrion on Jan 28, 2022 6:46:36 GMT -5
A friend has been running MA for a few months now, mainly because I threw down the gauntlet and challenged him to do so LOL. Been lots of fun so far. In lieu of XP and levels and Experience we've been accumulating some powerful technology. Now we're doing a little bit of AD&D crossover with the arrival of some adventures from one of my campaigns from over 20 years ago! My friend is very creative and a little ego maniacal which just adds to the fun and challenge.
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Post by The Semi-Retired Gamer on Jan 28, 2022 8:15:50 GMT -5
A friend has been running MA for a few months now, mainly because I threw down the gauntlet and challenged him to do so LOL. Been lots of fun so far. In lieu of XP and levels and Experience we've been accumulating some powerful technology. Now we're doing a little bit of AD&D crossover with the arrival of some adventures from one of my campaigns from over 20 years ago! My friend is very creative and a little ego maniacal which just adds to the fun and challenge. That sounds like FUN!
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Post by hengest on Jan 28, 2022 10:59:23 GMT -5
It really does, simrion. I'd be happy to hear more about how the crossover goes.
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Post by oldskolgmr on Jan 28, 2022 11:30:20 GMT -5
Congratulations simrion! You're living the dream! Please start a thread about your (mis)adventures in MA!
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Post by oldskolgmr on Jan 28, 2022 12:12:30 GMT -5
Yes, a lot of the real golden goodness of the whole book was really in the essays and articles people wrote about running a game. Getting that Metamorphosis Alpha feeling. The articles talked about the need for house rules. I liked how there was one whole essay on playing MA in a traditional manner. Rulings not rules, House rules, XP & Levels, Lethality (Play at your characters own risk). Players should be able to make characters fast and easy, back story (??), and plan to lose a few playing. (No hard feelings). I would love to read that essay! Well Vladimir, The Dark Prince , it's a good essay, but nothing stunning for older gamers. It was an excellent choice to include in the MADCE book for people who have never played a game from the 70's or 80's. We all spend a lot of time discussing these ideas on this forum, which is part of the reason I'm spend time here (the reason I spend most of my time on this forum is that everyone is all so nice). I do think levels are more fun for me!
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Post by oldskolgmr on Jan 28, 2022 12:22:08 GMT -5
Hi, I'm still replying to comments. To Vladimir, The Dark Prince , on your posts. First, thank you, the decision to only review things I like began with a friend who does movie reviews. Second, it was a cool move on James Ward's part to exclude rules for experience, however he has house rules (in the Book) that demonstrate slight changes from that (mostly because characters die fast in his games). Third, rules can really bog down a game for new players, and in general. However, I've recently seen how a lack of rules can give younger players a sense of power. IMHO, people can require a fast negative response to learn consequences. Wait and the behavior will be repeated. (DM: You burn the whole town down and kill everyone??? Player(s): Yup. DM: Suddenly, you hear the sound of horse hooves pounding as the King's Guard charges toward you.)Fourth, at present I'm not interested in blogging. I may cross post my writings here to other sources, but I doubt it. You burn the town and kill everyone. A few days later, well there were survivors returning to town who saw you and what was happening, they hid in the brush and you are now outlaws and every man's hand is against you, the King has placed a large bounty on your heads. If possible he wants you returned alive so that he can make an example of you. Well Vladimir, The Dark Prince, I think I'm going to spin this into another thread, in a different section of the forum, soon.
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