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  #1  
Old 08-15-2003, 01:00 AM
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[RPG]: Godlike: Superhero Roleplaying in a World on Fire, 1936-1946, reviewed by Lisa Padol (4/4)

http://www.rpg.net/reviews/archive/9/9588.phtml

Lisa Padol's Summary:

Superheroes in WWII, with a lovingly detailed timeline that contains something I wish more alternate history games had: an identification of which entries are strictly historical and which are altered.

Go to the full review for more information.
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  #2  
Old 08-16-2003, 05:58 PM
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Some like it wide...

Post originally by Heraclitus at 2003-08-16 16:58:38
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" I have played in a demo of the game, having a fine time, but I still do not understand when a player should be trying for wide set and when she needs a high set."

Go on: ask me a hard one.

Height equals quality of result. The higher the set, the better the performance. In dynamic contests (that is, where two people are rolling in competition with one another), the highest set wins.

Example from p. 11 of the MRB: a chess game. I roll 2x10, you roll 4x4. My set is higher, so I beat you. Your roll was wider, so you played more decisively (quicker).

Width equals speed of the result. The wider the set, the quicker in time the performance. In dynamic contests, wider sets go first.

Example from p. 11 of the MRB: a foot race. I roll 2x10, you roll 4x4. Your set is wider, so you finish first. My set was higher, so I had better technique, but you still beat me.

In some cases, like foot races, speed is more important than quality. In these cases, you want a wide roll, and you don't really care about height.

In other cases, like chess matches, quality is more important. You want a high roll, and you don't really care about width.

It's true that it's not always obvious when speed is more important than quality, or vice versa. Godlike, like any (relatively) rules-light system, devolves a lot of discretion to its GMs and players. This is (or is supposed to be) compensated for by the relative quickness of play.
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  #3  
Old 08-16-2003, 08:41 PM
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Zeds

Post originally by DannyK at 2003-08-16 19:41:01
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By my reading of the rules, Zeds don't work by any kind of "I don't believe it!" system, unlike Illusionist magic in D&D.

I believe they work by creating an effect opposed to that of the Talent -- if the Talent is a flier, then the Zed pushes him to the ground, for example. Really, it's more like antimagic than anything else.

Good review otherwise, Godlike is really a neat game, and marvelously produced. I'm still a little ambivalent about the One Roll Engine; perhaps some of the new games coming out will tweak it more.

DannyK
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  #4  
Old 08-17-2003, 06:40 AM
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Hurrah!

Post originally by Mark at 2003-08-17 05:40:05
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------
The crowning touch is the authors' care to indicate which events in the timeline happened in our World War II and which are fictional.
------

It's about time. Not that it has happened a lot, but I do so pity people who use game books as resources for *anything* real world. Like people who try to use _Deities & Demigods_ as a reference book for real world religions.

:rolleyes:
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  #5  
Old 08-18-2003, 10:09 AM
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RE: Hurrah!

Post originally by Brad Elliott at 2003-08-18 09:09:00
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*blink* *blink*

People DO that?!?

Oh, the horror, the horror...
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  #6  
Old 08-19-2003, 03:26 AM
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RE: Zeds

Post originally by Uber_Munchkin at 2003-08-19 02:26:09
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Maybe it's just an application of 'Every action has an equal and opposite reaction', the Zeds don't cancel the power or create an anti-power effect they just apply the exact opposite of the energy expended by the talent.

That makes them more likely to arrise out of groups of people with scientific backgrounds, they know that anything done can be undone.

On a different note I think that it could be interesting to cross this game with Gear Krieg so you can have 'super-science' mecha and talents working side by side. I may give that a go at some point.
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