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Re: [WW] The Wild Card System



And more feedback for Shane (in case he is compiling it as market
research ;-))...

> A) SUPER easy for the GM.

That's where D20 fails miserably. I _never_ find time to prepare
monsters beforehand, let alone learn all their nifty special
abilities. And I get absolutely crazed, when a player rules lawyer
blunders about what the monster is supposed to be able to do.

Easy and fast is good! That's why I absolutely love Feng Shui and
sometimes even try White Wolf (The rules are crappy, but since you are
to disregard them anyway with experienced and extrovert players that
works fine).

> B) Allows players to make use of friendly NPCs.

Oh yes, what a bugger. A system to unload those on the players without
giving out who is the "secret spy" or something really does help. I
wonder how GM intervention is handled, though. (What, Private Jones is
charging the enemy in delusions of immortality? Noooo, i need him for
next scene... >:) ).

> C) Isn't a chore to write and edit (those of you who recently complained 
> about how hard it was to write the D20 stat blocks for the Weird Wars D20 
> Gurus contest know what I mean!)

Do I need to comment on this?

> D) Allows for great character advancement. D20 does this well--and we've 
> taken some of the best ideas and worked them into our system.

Yes, but sometimes D&D deters from _character_ advancement and makes
it either stat advancement or "magic item hanger" advancement.

BTW: Experience points in D&D are given for non-combat situations,
too. Personally I never have the nerve to calculate the xp after a
mission how it is supposed to be done, but rather judge an amount
based on how fun the evening was (and whether objectives were
reached). I found "mature" players don't have enough time to play to
be sticky with xp, so what if they are level 6 after 5-8 play
sessions...

Mit freundlichen Gruessen,

Arne Reuter

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