My husband is wanting to try running a game for the first time, as he has always been a player. Also, he loves mech games and is interested in something different. So, two questions:
1. How enjoyable and unique is this game?
2. Would this game be difficult for a first time GM?
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Does anyone play this? your take on it
#2
Posted 24 April 2007 - 06:36 PM
My husband is wanting to try running a game for the first time, as he has always been a player. Also, he loves mech games and is interested in something different. So, two questions:
1. How enjoyable and unique is this game?
2. Would this game be difficult for a first time GM?
1. How enjoyable and unique is this game?
2. Would this game be difficult for a first time GM?
I got dragged into a game that I thought was DnD but it was this and it only lasted the one campaign because it was really weird. That could have been due to the DM but I hear he's run other games that are okay (it's only what I've heard as I haven't played anything with him but that one game). I also got the feeling that the Mech were more like golems but that was kind of confusing too. I was just talking about BESM and it seems to have a system for running mech-ish types games and to place them into a high fantasy setting (and it anime...ish). I have plans to try it out with some friends but being too busy, it'll be awhile. So far I just get to hear the stories but mostly they play in a Fantasy setting without Mechs.
In the end, it's up to what the DM, GM, ST wants to run and if he can find players to go along, I suppose.
You're on the web, unwitting prey of mine, already caught, and dinner at nine.
Slurp
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#3
Posted 12 May 2007 - 10:53 AM
Personally, I consider this setting as one of the few really original settings for the d20 product line (along with Dragonstar, by another company).
I'm a great fan of anything mech and mecha and the whole steampunk post apocalyptic fantasy setting, with large robots, really piqued my interest enough to buy the main book. Later, I got the rest of the books as well
The setting is detailed nicely, with plenty of plot opportunities and a lot of material for the various locations, as this is a sort-of complete series with little precedent in the same genre, so it gives a DM plenty of room to maneuver for plots and adventures even if the "world" feels a little smallish (it's just one continent in the main book, and even then, not all of it).
The downside, is that the system becomes slightly more complicated, as it has quite a good share of new rules, classes, feats and stuff to take into consideration, plus the fact that Mechs make even a 1st level party capable of dealing with some pretty tough critters easily, so the whole advancement issue will need some work. Also, the steam powers concept is a fantastic one, bordering on "free form magic" styles, but once again, unless checked and thouroughly understood it can bump a player's power significantly, leading to some extreme power play.
I found reading the books very enjoyable and I suppose playing in this world will be as fun, provided you have a party that likes the game's setting. That is, a post-apocalyptic fantasy world, with heavy steampunk elements.
As for DM'ing, it's not hard... I believe it will be more complicated than a simple d&d campaign, but if someone puts enough effort into understanding the world, I don't believe it will be that much of a problem, as long as they don't get bogged with all the new rule variatons and material.
I'm a great fan of anything mech and mecha and the whole steampunk post apocalyptic fantasy setting, with large robots, really piqued my interest enough to buy the main book. Later, I got the rest of the books as well
The setting is detailed nicely, with plenty of plot opportunities and a lot of material for the various locations, as this is a sort-of complete series with little precedent in the same genre, so it gives a DM plenty of room to maneuver for plots and adventures even if the "world" feels a little smallish (it's just one continent in the main book, and even then, not all of it).
The downside, is that the system becomes slightly more complicated, as it has quite a good share of new rules, classes, feats and stuff to take into consideration, plus the fact that Mechs make even a 1st level party capable of dealing with some pretty tough critters easily, so the whole advancement issue will need some work. Also, the steam powers concept is a fantastic one, bordering on "free form magic" styles, but once again, unless checked and thouroughly understood it can bump a player's power significantly, leading to some extreme power play.
I found reading the books very enjoyable and I suppose playing in this world will be as fun, provided you have a party that likes the game's setting. That is, a post-apocalyptic fantasy world, with heavy steampunk elements.
As for DM'ing, it's not hard... I believe it will be more complicated than a simple d&d campaign, but if someone puts enough effort into understanding the world, I don't believe it will be that much of a problem, as long as they don't get bogged with all the new rule variatons and material.
Disinformation is the art of making your lies seem more truthful than your opponents'.
#4
Posted 07 January 2008 - 12:01 AM
I have the books, but only a few besides the core book are needed. Steam Warriors and The Last City are definitely ones to have, if you decide to run a fantasy-steampunk campaign. Trying to keep players from obtaining a mech early on isn't too hard, if you run the campaign the right way. Personally, I would use the material in a different setting. Imagine sailing the high seas and fighting a steamborg kraken atop a paddleship. Or having your standard d20 characters wandering into a deep forest and finding - much to their astonishment - clockwork ruins filled with steam-powered mummies...
Oh, the possibilities!
Oh, the possibilities!
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