[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [WW] RE: Helloo?



Hmmm... if anyone can drop me a NDA and a copy of the rules/scenario I'd be happy to pitch in and help at Gen Con. Heck... I even if you can't do that I'd be happy to help out. I make "vunderful badt guyz", ja.  :)  

OT: Is anyone currently reading the current Hellboy limited series. It's got Axis', Allies, A masked pulp hero, Demons, Elder Gods, Weird Science, Ape-men, Bodiless/ageless German villains and more. Great material for the game.

Bobby


----- Original Message ----- 
From: "Paul Wilson" <Paul.Wilson@po-box.esu.edu>
To: <weirdwars@gamerz.net>
Sent: Tuesday, July 24, 2001 7:05 PM
Subject: [WW] RE: Helloo?


> ---------------------------------------------------------------------- 
> 
>   Date: Wed, 18 Jul 2001 16:17:47 -0800 
>   From: jeff@wizards.com 
>   Subject: [WW] Helloo? 
> 
>   Anybody home? Boy, is it dead here or what? No detailed report from 
>   Origins? What's up - did you all swear an oath of silence? How was it?
> How did it play? 
> --------------------------------------------------------------------------
> 
>          Sorry to take so long to respond to this but things have been
> rather busy since Origins.  Now keep in mind that my comments regarding
> Weird Wars come from one 2 hour demo of "The Keep" at Origins (Though it
> looks like I may be running a session at GenCon).
> The most important comment I can make is "it was fun".  If you go to
> GenCon play it. I was fortunate enough to be gaming with a really good group
> and I had an enjoyable evening.  In the end I guess that's all that counts.
> Now on to some specifics...
> The world was very interesting.  It has a lot of potential and the
> game generally managed to capture a feel of horror as opposed to the
> standard AD&D monster mash. The character classes and skills seemed varied
> enough to allow everyone to play a character that was "special" (i.e. an
> individual not just another fighter or whatever).  Now I don't know if there
> are enough skills, merits, flaws, backgrounds etc.  to allow a player to
> play 100 different grunts in 100 different games and have them all be
> unique.  But the game does avoid the "thief syndrom" where three thieves
> fight for the right to pick a lock because lockpicking is one of the few
> things they do better than other character classes.
> The major problem with the game was of course the D20 system upon
> which it is based.  However, that being said the system only really
> interfered with the game in combat during our session.  We got a chance to
> role play and our characters seemed to have skills that supported such
> action. In combat the thing that most detracted from the "feel" of the game
> was the hit point system.  You could be facing a 100 hp creature put a
> bullet in each limb and stab it in the chest knocking it down to 1 hp and
> the creature could still leap from a high building, rip of your comrades arm
> and beat you with it while repeating "it's just a flesh wound...".  The game
> can have an unnerving tendency to swerve from horrific to comic in such
> instances.  I expect this may become especially problematic with high level
> PCs.  At low levels modern weapons are suitably lethal.  However, I can
> imagine a high level character who could drop a grenade down his/her shorts
> and survive (of course I would have to see all of the rules to determine
> this).  Initiative was also a little odd in that you only roll for
> initiative once during a combat.  If the initiative order is Jane followed
> by Joe followed by Count Dracula etc. in round one it is the same in
> successive rounds.  Of course this "problem" is easily fixed by the GM by
> having players roll initiative each round.
> In the final analysis do I like the game....Yes.  Will I buy the
> game...Yes.  I am really looking forward to GenCon so I can get a close up
> look at all of the rules and background information on the world.  I am
> actually most interested in how PEG organizes the gaming group in order to
> give them a level of freedom of action which is atypical in the military. I
> am leaning to a partisan cell structure myself, but we'll see.
>        I should also note that The Keep is a good introductory 2 hour demo.
> I would be hard pressed to write a 2 hour adventure at all let alone one
> that allows a good mix or role playing and combat.  Of course I do have a
> tendency to be a bit long winded :)   I hope my comments help those of you
> who were looking for a review of Weird Wars at Origins.  With the release
> just around the corner we will all be able to check out the game in detail
> soon. I for one have high hopes.
> 
> Paul
> 
> pwilson@po-box.esu.edu
> 
> 
>   
> 
> To unsubscribe, send a message to esquire@gamerz.net with
> unsubscribe weirdwars
> as the BODY of the message.  The SUBJECT is ignored.
> 
>