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Re: [WW] To Weird or not to weird




> Why play Weird Wars if you don't play the "Weird" part?  Then you're just
> playing "War."  Might as well go out in the backyard with a bag of green
> army men.
>
> It sounds like you had a group with two different mind sets.  I don't
think
> there's a way to give both groups want they want at the same time.  You'd
> have to 'ping pong'  between the two styles, and one group of players
would
> always be unhappy.

I think that Kent's right here.  You're the GM.  You decide how you're going
to run the game, and tell the players that's the final choice.  Anyone who
doesn't like it doesn't need to play.    If it's the two who don't want the
wierdness, then suggest that they go play Gurps WW2 instead.