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Done, by everyone and thanks for the fish :-)
Post originally by Passing By at 2004-03-26 12:30:00
Converted from Phorums BB System
> Passing By (or anyone else), if you are
> really interested in the game or even on
> the fence I really recommend that you go
> find a copy in a game store and just read
> the essay by Ron Edwards at the end of
> the sorcery section on page 138
I think I've seen enough here to know the game isn't for me.
Even so, I have an interest in mechanics and other methods of doing things and I'm finding all this rather intriguing. I'm going to call it now and exit the thread, the weekend is here and the games I do play summon me.
To sum up my feelings on the matter as I take my exit:
1. TRoS is designed to mechanically focus gameplay onto specific storylines and away from distractions to those storylines (the SAs). This is its primary reason for being.
For those needing mechanical focus, this is great. For those hurt by mechanics getting in the way of their stories and RPing, this is bad.
2. TRoS claim to combat realism was foolish (as are all claims to realism). At best it should have stated that it maps well to current thoughts on combat decision points as currently viewed by <insert org name the design was based on, I've forgotten the specific name> as long as SAs and character generation are ignored.
Better yet, just drop it and go with the whole story focus thing.
3. TRoS claim to exciting tactical combat was a notable error (The game rejects the concept of game balance from the start, SA elememts overshadow what tactical combat there is, dice pools make for options- but even the avid players of the game can't give me success chances for those options, etc.) as it brings people to the game with expections completely out of line with the its intended use.
4. Game Balance was not desired by the designer, and notable imbalances exist in the system as one would therefore expect.
The designer injured himself on the game balance issue by using mechanics traditional known for balance in his design. Character Generation is of special note here.
5. I'm undecided on the question of if combat (excluding SAs) is broken from a gaming PoV. I'll assume that it is due to past experiences with dice pools and the lack of hard analysis for this game. The designer dismissal of Game Balance as a concern adds weight to my assumption.
In short, one would have be a major fan of Point #1 for me to recommend this game to them. I'll point anyone who meets that requirement to this product as I feel it does a wonderful job of hitting that issue.
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