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[WW] Re: Wild Card System



I'd like to give another playtester's perspective on the Wild Card system
for Weird Wars.  First, I'd like to note that I enjoy a number of systems,
including d20 (WW, D&D, and Star Wars) and "classic" Deadlands.  The d20
system has many strengths, as others on the list have pointed out.  I should
also note that I am biased toward systems that facilitate roleplaying (e.g.,
character and NPC interaction).  I also want the game to flexibly handle a
variety of situations in a fashion that is realistic enough to allow for the
"willing suspension of disbelief", but does not take too much real time.  I
think this is particularly important for combat.  I am happy to sacrifice
the "realism" inherent in a very detailed but slow combat system for the
"realism" of combat that is as close to real time as possible - as long as
it is believable enough.

I feel like the Wild Card system accomplishes these things as well or better
than any other RPG that I have played.  The combat system can handle lots of
NPCs on both sides without bogging down significantly.  I think this is
especially important for Weird Wars, which is pretty much combat-oriented by
definition, and will often have situations arise where unit combats occur
(with units fighting on both sides).  In my experience, larger scale combats
can be handled by most game systems, but almost always take too long, and
have too much down time for players as others are acting.  This can be a
particular problem when the combat serves as the climax of an adventure, as
you lose much of the tension that has built up to this point.

I have not played Feng Shui, but another game that has fast combat is 7th
Sea.  In my experience, however, in 7th Sea the "Brutes" are often so
ineffective that they are not considered a serious menace, and players
sometimes try to see who can dispatch the most in one round.  In Wild Card,
the less powerful enemy still feel like a serious threat, and combat seems
more intense.

Other relative strengths of Wild Card include the following: (1) The use of
Hindrances to encourage depth and uniqueness of characters (I know you can
get these without external supports, but they sure seem to help many
players).  (2) A hybrid of levels and continuous advancement (which gives a
high rate of reinforcement - higher than the d20 level system - to those of
us who want more immediate gratification, but still allows only more
experienced characters to do certain things).  (3) The option of using
 "kits" or "packages" to define characters or to tailor them in a unique
fashion (vs. having to choose a certain class; I think this gives more
versatility, especially to experienced players).  (4) The ability to adapt
successfully to different settings (ironically, I have not playtested a true
Weird Wars setting, but have run Wild Card in the Warhammer Fantasy world
and played in a pulp/1930's game; the system adapted to these diverse
settings quite well).

In short, I think the Wild Card system will work extremely well for Weird
Wars, and I am eagerly looking forward to the final version.  I hope this
helps provide a better perspective on a few of the things that make Wild
Card such a promising system.