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Originally Posted by Lethe
Good review. You told me quite a few things about the game I didn't know, and have got me interested. If I hadn't just spent a ton of money on other games, I probably would have ordered this by now as it 1) Has a light system that looks like manages to be fun and unique and 2) Is different from other games out there.
Couple of questions, though. I'm guessing that a typical session involves a series of relatively quick invasions on alien planets? Or is it set up so that each warzone (or planet) lasts an entire session? Or is it scalable so you can do either one?
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I don't see where it's been expressly set up for either circumstance.
I'd be more comfortable with one planet per session, with the after-action promotions and jawboning coming right at the end of the session to give everyone a nice little cool-down before they head home.
There's nothing to say that a group couldn't blow through a couple or three planets during a session, though, if your players are into the combat and not so much into more lengthy roleplaying scenes. I think you could play at whatever pace is comfortable for the group.
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You mentioned that a token represents a group of aliens, but that the number of aliens this token represents is actually up to the player. So, is there no difference whether a player kills a token and says "I finally managed to kill one of those Buzflarks!" or "All right! I wiped out 1,000 Buzflarks!" Also, if the number is not set ahead of time, how do you determine how many aliens the player has to kill in order to get the token?
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I didn't explain that bit terribly well, I'm afraid.
What happens is that the players actually "kill" the tokens. After the token is dead, the players rolls a certain number of dice, based on what weapon they used for the kill, to decide how many aliens they actually killed.
So if you killed a token but were in close combat using a knife, you'd only get one kill. But if you were at a longer distance using an energy rifle, you might kill 20. But in each case, you only made one token go away.
The token is the thing, mechanically, that you're after. So if there's an encounter with four tokens, that's what the players have to overcome. It's only after the battle that you know exactly how many aliens they killed. That does encourage a bit of gaming strategy in that lots of kills is a good thing and since using bigger and better weapons lead to more kills, players are going to want to use their biggest weapons at optimal range. You, as the GM, will want the same thing for the aliens. Generally, though, those ranges aren't identical so there'll be some jockying around as players try to get into their sweet spot while you are trying to get the aliens to swarm them (or whatever they best do).
Did that make more sense?
And thanks for the complement. I think this game is a real treat.