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| Are the non combat rules |
| Arrgh, I need a pda just to know what my skills do? |
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0% |
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| To complicated? |
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4% |
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| Just right |
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75% |
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| They are a bit simple |
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20% |
[ 5 ] |
| They are as shallow and ill defined as kehoe's personality. |
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| Total Votes : 24 |
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comedyofhate
Joined: 06 Feb 2007 Posts: 364
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Posted: Tue Sep 16, 2008 5:31 pm Post subject: Non combat rules make my teeth itch |
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So how complicated are the non combat rules _________________ Acting Lt. Col James Bryant
Acting CO
Acting Chief Medical Officer
- It's always a pleasure, never a chore.. |
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sm0keyb

Joined: 11 Jul 2006 Posts: 1359
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Posted: Thu Sep 18, 2008 3:47 pm Post subject: |
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I do not like the cards. you fight your way thro the boiling swamp teaming with Jaffa & gribblies to reach the bomb that's going to obliterate the universe.... then sit down for a game of cards!!! What's that all about? _________________ Colonel Thomas Thorne R.E. (Ret.) BSc, PhD, MC & bar
North
Armchair warriors study tactics. Professionals study logistics
http://www.ninepara.co.uk/
Last edited by sm0keyb on Sat Jul 04, 2009 10:30 am; edited 1 time in total |
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Woody
Joined: 11 Jul 2006 Posts: 479
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Posted: Thu Sep 18, 2008 4:25 pm Post subject: |
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Where as I have the totally oppostie view to Nigel in that I like the card system its a great tool for encouraging roleplaying. Without them there really isn't a good way I could play Lucky's areas of knowledge with any degree of realism in what I am saying. _________________ Better Lucky thank Goode
Treasurer |
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Dangermouse

Joined: 30 May 2008 Posts: 196 Location: Bristol
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Posted: Thu Sep 18, 2008 4:52 pm Post subject: |
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I'm with Nigel. Playing Stargate The Gathering card game takes away someof the fun. A bit of info, some role-playing and a healthy does of bullshit seems more fun.
It must be demoralisomg to make a bomb physrep with wires to snip, circuits to be shorted and problems to be overcome only to see a player drop his card deck on the table and solve it by dropping a bunch of purples.
I haven't thought what a better solution is _________________ "Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." Belkar
Last edited by Dangermouse on Thu Sep 18, 2008 5:55 pm; edited 1 time in total |
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Richard Tyler

Joined: 11 Jul 2006 Posts: 413 Location: Cardiff
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Posted: Thu Sep 18, 2008 5:29 pm Post subject: |
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| I dislike cards too. Roleplay and a modified bean bag is the way forward |
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Olivia Chase

Joined: 11 Jul 2006 Posts: 1924 Location: Mentally or physically?
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Posted: Thu Sep 18, 2008 5:59 pm Post subject: |
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To me, the cards are a great leveller. If you have two or more players, one may have more OC knowledge on the subject than the other, and that person will have a considerable advantage over the player that doesn't.
To me this is not fair and will discourage players from playing new characters because they may lack confidence to 'talk the talk'.
OK they are not perfect, but they have, in my eyes IMPROVED RP and helped the refs conduct a challenging technical scenario in a fair manner. The cards are neutral, keep the emphasis on the character's skills so the players can (and should) know some basics about what they are doing, but are not scuppored because they don't know what their character does.
You can still have fancy talk and RP, but use the cards as the basis for it, not instead of it. _________________ Former CMO..
"I dream I'm floating on the surface of my own life, watching it unfold." Dexter (Season 1, episode 2) - "Crocodile." |
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Theo

Joined: 19 Mar 2007 Posts: 262 Location: Powered Down Until Next Event.
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Posted: Fri Sep 19, 2008 11:38 am Post subject: |
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I reffed what, three, four events, and i never got the hang of the cards.
I get why they're there and all that but they always felt a bit incongruous to me, like they harmed the game immersion somewhat.
Plus it also meant i always had to carry around multiple sets of the damned things!
I never could think of a better way to do what they did though... |
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Freeman

Joined: 11 Jul 2006 Posts: 1607 Location: SEFHQ
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Posted: Fri Sep 19, 2008 12:30 pm Post subject: |
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I'm with Doc Chase on the cards.
I would say more, but she said it so much better than I could. _________________ My Livejournal | My myspace | My Photobucket |
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JT

Joined: 12 Jul 2006 Posts: 207 Location: Murrietta, CA
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Posted: Fri Sep 19, 2008 12:53 pm Post subject: |
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The cards are great. What ever else, the N/C skills need some form of mechanic to make them work. The mass hack/defuse exercise at the Xmas event was great, with the timer just to give it an extra edge.
I agree with Deb, the card system is a great leveller. It allows me to play on even ground with, say, Nigel. Now I don't have a fraction of Nigel's RL knowlegde, but the gap between our IC knowledge is much less, and the cards help emphasise that. The fact that some kind physrep is required makes gives balance to this concept.
It also makes for a time critical application of skills. Soft skills such as Comms/Hacking/EOD disciplines provide an uncertainty, and that uncertainty provides a tension.
I suppose the question is what would replace it with? _________________ J.T. van Horne |
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James Merryweather

Joined: 11 Jul 2006 Posts: 172 Location: Bristol
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Posted: Fri Sep 19, 2008 9:06 pm Post subject: |
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I also think the card system is good, for all the reasons already stated.
Personally I think that it would greatly increase roleplay if players could provide a physrep for each card they use but I admit that that's a tough requirement and that I can't manage it yet even though I'm working on it.
_________________ Squadron Leader James Merryweather
Any technology, distinguishable from magic, is insufficiently advanced - Benford's corollary to Clarke's third law |
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