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  #1  
Old 03-18-2005, 01:00 AM
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[RPG]: Fireborn Player's Guide, reviewed by Menchi (4/4)

http://www.rpg.net/reviews/archive/11/11149.phtml

Conan McKegg's Summary:

True contender for the title of best cinematic game on the market. The fluid, intuitive system breaks a number of preconceptions about what makes for a good cinematic game. The focus on choreographic action means every combat scene is a pure joy to play.

Go to the full review for more information.
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  #2  
Old 03-18-2005, 07:26 AM
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How does the coherence work?

Post originally by Mark Green at 2005-03-18 06:26:24
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I'm pretty interested in the ideas of this game, but they just don't seem to quite gel together to me.

For example, the "reborn dragon" thing is cool but kinda seems to lend itself more to a more intrigue-based rediscovery type of plot than to high-kicking kung-fu action.

Also, there's a big problem with a combat-heavy game being set in London, especially where Gun Fu features (guns being highly illegal and all)
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  #3  
Old 03-18-2005, 09:05 AM
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RE: How does the coherence work?

Post originally by Fortinbras at 2005-03-18 08:05:35
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Having played it, I will say that the Gun Fu in London thing does take a little bit of getting used to. The game works around it by setting it "tomorrow" in a very near future. So must stuff is the same, but they claim due to the growing weirdness (from magic coming back), that guns are becoming more prevalent in London (cops are issued guns, etc.) It's kind of a handwave.

As for the action feeling of it, the closest comparison to how the game that we've been playing feels is actually Disney's Gargoyles TV show. It's action fantasy, but with lots of weird little bits in it, and there is definitely some intrigue between the brood (party) memebers, as they try to figure out if one of the others screwed them over in a past life.
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  #4  
Old 03-18-2005, 11:10 AM
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RE: How does the coherence work?

Post originally by AE Troubio at 2005-03-18 10:10:21
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The dragon flashbacks work well in both the action and intrigue scenes. One of the definite draws of the game is playing the usual low-level schmoe but then, just for a scene, rocketing up to a high-level badass. It puts things into perspective.

As for combat heavy, it is, but the game definitely favors melee combat as that's where all the neat toys are. Guns are fast, very deadly, and illegal. When a gun comes out, even the quickest kung fu guy should take pause as one hit can generally kill. Gun Fu is only one style out of 20 and the rest lean to more melee styles.
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  #5  
Old 03-18-2005, 11:27 AM
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RE: How does the coherence work?

Post originally by Brand Robins at 2005-03-18 10:27:59
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"Also, there's a big problem with a combat-heavy game being set in London, especially where Gun Fu features (guns being highly illegal and all)."

I had this problem with movies like “Snatch” and “Lock, Stock and Two Smoking Barrels.”

Oh wait, I didn't....

Like most good pulp, action movies, and comic books, the laws that govern 90% of humanity to not apply to the actions of people in RPGs. They are the outside 10%, and while guns are illegal in London, there are still people who have and use them, and still lots of naughty hijinx to get up to.

And that's before you add Dragons, magic, and secret conspiracies to take over the world.
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  #6  
Old 03-18-2005, 12:05 PM
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Good Review, minor dissent

Post originally by Tim Kirk at 2005-03-18 11:05:47
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"I can see that this game wont be to everyone's tastes - but I suspect that if you liked mechanics like ORE/Wild Talents, then Dynamic d6 is likely to be right up your alley. I even used it for a cyberpunk convention game, I love it that much."


And if you can't stand ORE and its system you might still find Fireborn a good solid game. It works far more elegantly that it might seem at first, for even I thought the dice system would slow things down a bit too much. And I was wrong. It is a superior mechanic for action games.


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  #7  
Old 03-18-2005, 12:12 PM
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RE: How does the coherence work?

Post originally by Tim Kirk at 2005-03-18 11:12:28
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My players get around this by having their own private gunsmith scottish janitor whose really an Order of St. George member watching to make sure none of them get, for if they do he'll kill them--but I mucked up the setting to make such a person, using my own varient.
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  #8  
Old 03-18-2005, 03:56 PM
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Just a minor correction to Spellcasting...

Post originally by Igtenio at 2005-03-18 14:56:12
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First off, I love the review. I just wanted to clarify something.

"The penalty for not meeting the success requirement accurately ranges from the spell going out of control, to the gaining of "taint" - warped Karma."

In truth, Scions don't have to worry about creating Taint from spellcasting. Only humans who cast spells create Taint when they get less then the required amount. Scions and Dragons are considered Supernaturals, and Supernaturals don't create Taint from a lack of successes.
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  #9  
Old 03-19-2005, 05:24 AM
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RE: How does the coherence work?

Post originally by Mark Green at 2005-03-19 04:24:26
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> I had this problem with movies
> like “Snatch” and “Lock, Stock and Two
> Smoking Barrels.”

Thing is, the characters in those films are *supposed* to be scumbags and fugitives. Anti-heroic all the way.

Fireborn sounds like it's supposed to have the PCs as more traditional heroes (although I might be wrong) in which case having to constantly watch out for the police doesn't jel too well.
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  #10  
Old 03-19-2005, 12:55 PM
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The Fire Within

Post originally by Gredavin at 2005-03-19 11:55:31
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Conan,

Are you going to be reviewing the introductory adventure, "The Fire Within"?
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