Showing posts with label Players Pit. Show all posts
Showing posts with label Players Pit. Show all posts

Saturday, February 2, 2013

Player's Pit: Warhammer Fantasy Roleplaying Game by FFG

Big Crate of Fun!

After some mail delays we finally got our huge boxed set from amazon of Fantasy Flight's Warhammer fantasy Roleplaying game deluxe set! Here is our un-boxing review:

Deluxe Packaging

I was surprised at the quality of the set! You get a ton of character cards, power cards, dice, high-quality cardboard minis and such. The only ding is they only give you 16 plastic stands or all the cardboard heroes, so we ended up 33 short. we found a deal on FRPGAMES.com that sells 10 stands for 3 bucks so we ordered a set of 4. One thing I love is that this big box game experience feels like getting a Christmas present with lots of goodies in it. FFG knows how to make game that tweak my collector's itch! I must resist ordering the GM, played, and monster add-ons before we've had a chance to get our game on with this....

Fresh Car Smell

The box has tons of room to add expansion books if you buy them, and from the look of the offerings, each one adds a different aspect to the game. they have a royals set for playing, royals, a war based set for military RP-ing and such. I love the focused product design aspect and you need to only add whats important to your game when you need it. My evil twisted royal idea may need the Warhammer Fantasy Roleplay: Lure of Power expansion though... so....tempting....FFG...you are a tease.

*pout* Game Envy!

The whole production makes me wish other companies spent this much time on engineering the "out of box" experience like FFG does. I like the feel that you get when you get something like this. You feel like your going to have a ton of fun times with all the toys you get. You could imagine a spy game or even a super hero game with all the trimmings like this game has.

So it spoils me to the standard "hey here are two 400 page books to digest and deal with it" approach many roleplaying games have. I do respect if your a small game publisher and putting out a couple books for people to enjoy your ideas; but when you get to the big budget games, I would more expect a nice velvet glove treatment in the way Fantasy Flight Games does. It is an impressive set, to say the least.

Overall: Imposing and Impressive!

If you plop this crate on a gaming group cold, you'll have casualties if you don't do some reading and mastering of this set ahead of time. I suggest getting up to speed first in a private session s a referee and them like a seasoned and suave host, and with a little impressive swagger, plop this down on your friends and start in. My first impression is like getting a huge 10,000 piece puzzle for my birthday and then settling in afterwards to dig into it and have fun.

My First Character

Evil duke bent on carving out his own kingdom in the chaos of the Empire through deceit, plotting, and good old fashion politics. Done. We'll see how it goes with the initial session and post a second part when we get there!


Stay tuned!

~G

Sunday, December 30, 2012

Player's Pit: Star Wars: Edge of the Empire Beginners Box, part 2


Part II: Playing the First Session

 

Dicey Dice

I hope the extra dice sets go in sale soon, you need at least two sets per player. As expected, I'm getting used to the set theory needed to compile dice rolls, actually it works pretty nice. I for one, can't wait for the full game and dice sets to hit the stores, we plan on ordering two more full sets of dice.

We got the Dice App on iTunes, but I like to roll the physical dice better, since setting up a pool isn't as fun or quick in the app. The app is cool for the sound effects, and the ability to setup any dice pool you want, but grabbing dice and making the rolls is a lot more fun to me.

Initiative Issues 

Initiative though is clunky because you have to roll a bunch of dice and count up you successes, unless the initiative dice get a benefit from rolling the star symbol it would be easier just to roll a d10 and add an appropriate ability score.

Combat "Pew Pew Pew" vs "PEW"

The game likes to group up bad guys for simplicity, they call it Minion Groups. A Minion Group shares a bulk amount of hits and attacks as one unit. This I like as it allows the game to move quickly instead of micro moving and handling each monster one at a time. Lets say you had six troopers with 5 hits each, you could cut them up into two sets of three troopers each with 15 hits per group. They move, roll initiative, and attack as one unit. So you would make one combined combat die roll for the group of three.

Something thing odd that happened is that our Twi'lek girl shot her bast carbine so well she cleared out a group of Stormtroopers in one shot. Now I have a question, is an attack in this game considered a flurry of attacks over the turn or just one shot?

This attack she did would make sense if one attack roll represented your random baster firings over the turn so a good roll mean you suppressed the whole group. Otherwise one bad guy stepping on a land mine taking 100 hits damage takes out his whole platoon of ten guys which is odd.

One other thing they do is have range bands for determining attack range. its a generalization of range instead of a different operating range for each weapon. They use point blank, short, medium, and long range bands. My pistol had a medium range and a group of troopers at long range was too far away to shoot. This wasn't too bad as it led to faster play, I dislike have to having to tape measure my shots so this is good.

Hak got miffed at me when I started to interpret the dice on him (*evil grin*), and decided when I received a boost dice to enhance my attacks. But it is fun to do as a player if you get into things, but I do see when the 'Ref' has to make the call.

Those Adorable Minions

One bad side about minion-izing groups of monsters is they tended to go down quick and their attacks were weaker. So a bunch of Storm Troopers billed as fearsome elites in the book went down faster than a group of single Gramorean Guards with clubs who got a bunch of nasty hits in on my party in the first encounter.

I think if the referee wants to keep challenge high he needs to split things up into smaller groups or singles, or use the minions for background combatants only. They do not work as well as the only opponent in the encounter, so I expect Hak to mix them up with strong singles and use them as the bulk troops in future sessions.


The Ruthless Smuggler and The Bounty Hunter

I stumbled through the beginner adventure, more because of my interrupting the referee text speeches when he was reading the intros to the section of the adventure. I dislike when those pre-canned sections advance the situation beyond the point of getting a chance to role play the situation differently. It's like when the referee reads:

"You enter the room and flip the switch the doors slam shut and the room fills with gas. The bad guy is on a video monitor telling you 'goodbye sucker see you in landing bay 12'. ...What do you do!"

ME(player): "Hold on cowpoke, how about I get a look around the room before I enter?"

Referee: "...but if you don't let me read this, how would you learn about landing bay 12?"

ME(player): "Umm..ya. Don't worry about it. I'll probably trip the trap out of curiosity."

So players like me have a tendency to have a low tolerance for being railroaded into making a decision. This lead to me missing a couple things. One was brow beating the bartender in the Catina, who I thought, justifiably so after the Gramoreans attacked us, was a Hutt allied baddie. I ended up missing the info where the ship he was talking about was located. So we had to guess between the two star ports in town. Hak the Ref thought it was an issue because I interrupted his spiel, but to me this was fine since we got involved with the Imperials because of the oversight.

This led to some referee migraine inducing activities. We could have split into two groups, we could have farmed guards for clubs, we could have bee-lined it to the correct star port and blew off the town altogether, missing out on the content in the beginner set.

What I would have done in the starter module is to get some simple fetch quests and mini adventures before advancing the bigger plot. Several smaller plot-safe mini missions, such as killing womp rats to rescue a robot, repairing stuff under the town, or taking a posted bounty on a group of bad guys would have been a good appetizer before ending my stay on Tatooine. even making us escape the slave pens and fighting to get to the starter town would be better; give us chance to play around a bit.

So far so good though, I managed to have a combat with a bunch of guards, got better guns, run off and heal in the slums, and then tackle the star port control and take a prisoner (the starport tech). Then I proceeded to do some cloak and dagger spying on the visiting imperials and get my ship destroyed on a revenge kick.

Plus side, we stole a bunch of trooper comlinks, scavenged some guns, and avoided patrols in the town. The games more RP-style dice rolling makes this fun. We would move around the city and avoid trooper groups searching for us, we make one skill roll and we can avoid them finding us and calling in the Calvary.

Mayhem? You got it.
Now my group is trapped on Tatooine and plotting some mayhem. Besides...I'd much rather get me a nice new Imperial ship than a Copper Falcon.

Revenge? Yup, just like the TV show, I plan on getting a little on the Hut before I leave the planet. Funny thing is I have been playing Dash like a ruthless smuggler, less a budding goodie-guy so its been fun. If the main game supports a journey to the dark side this guy would be an awesome candidate. Amanda Clark eat your heart out...
SPOILER ALERT: I let the Trandoshan take off with the ship and made a quick exit of the landing bay through the tunnel. So as the two Tie-Fighters made mince meat of his ship, thanks to my ruthless buffing of the Tie die rolls with my fate token-thingys, the pursuing Imperials now think I am dead.
*twirls evil mustache whilst plotting next evil deed*


Things I would have liked to see.

  • In-box Twinkies! Us gamers need gamer fuel as this is at least 6 Twinkies worth of game (2 per session per player)...no...lol kidding.
  • More enemy counters, at least double the amount, even as an add-on product.
  • A add-on map set containing: a shop building map, a plot of desert map, a desert camp map, a desert cave map. A generic desert street map section for city encounters and a generic edge of city map with one of those rope bridges that connect the bluffs.
  • A character plus counters add-on product.
  • A dice pack add-on product!

Grand Theft Star Wars

This game is fun and light compared to the multi-class-heavy d20 version by a wide margin. The rules are fresh feeling and provide a clean, focused, and unique experience. I like the less Jedi-centricness and enjoy the open feeling of carving my own way through the universe. So I'll probably have Tatooine in ruin before I roll a new set of adventurers. Heck, I might even continue my smuggler and his band of not-so-merry men across the galaxy. So props to Fantasy Flight Games for hitting a home run on this one.

Bright Future

The hardest part is the waiting for the release, and I am very very interested in the expansions they will do. We will most likely do more reports on this game as we game on with it as well!

Wednesday, December 26, 2012

Players Pit: Star Wars Edge of the Empire Beginner Game

Part I: Un-Boxing and First Impressions

Who Am I?

This is my first official post here for the SBRPG blog! I am a dedicated player and have been for over 25 years, also I am a co-designer of our current project and also SBRPG. I decided to call this series the Players Pit, because I want to give a review of this neat new game from my perspective as a player of the game. This is a bit different from a more referee-centric point of view because what interests me more as a player is different from Hak's (the referee's) point of view. I tend to care more about simplicity/cleanliness of the core rules, support for creating and developing interesting characters, and the playing smoothness.

Star War's Golden Era!

Star Wars: Edge of the Empire Beginner Game is very intriguing to me because this is one of the few that has custom dice that incorporate the storytelling interpretations right in the die roll. Plus I am a fan of the Star Wars era the game takes place, about six weeks after the destruction of the first Death Star. I feel this period of the Star Wars universe is greatest time to be a player. It was pre-Jedi-centric time where playing a normal "Uncle Owen" or "Han Solo" character was a viable choice and the Rebellion provided clear good guys and bad guys.

I think this is pre/non-expanded universe as well so you can start playing with a fresh storyline leading into the greater war. The plus of this era is if you like military, mission-based gameplay you could have that or if you prefer more role-playing style spy missions, you could do that too all against the backdrop of a galaxy-wide political power play. Add to this Fantasy Flight Games has been putting out some very well-polished games recently, so in short, this game has me hooked.

I eventually plan, when we graduate onto the full game, to play a bad guy (I have an idea of a Sith or imperial officer type character) and a good guy (I am going to run with Pash and company for this one) campaign. I am hoping the game meshes with the X-Wing Miniatures game as well, but we'll see.

Baby Steps...

Our first gaming session was just an un-boxing of the game and reading through the rules. I managed to absorb the sample characters and read their intro stories. the dice were confusing at first but one you reread the dicing help section you could pick it up in short time. I found it interesting that characters gad "talent tree" style progression as well, which reminded me of the the last Star Wars games d20 based feat stacking. This one however sees much more organized and simpler.

The artwork and presentation is outstanding and the character samples are very nicely organized and pretty. Much in the way the Pazio Pathfinder Beginner Set. The sheets have the sample sheet down the middle with side bar descriptions for everything on them. This I liked immensely and I hope they publish more preset iconic characters and game maps of ships, terrain and such in the future.

Overall the game gets me excited to play. I like the more RP-centric storytelling approach, and simple game play so I cant wait to dive into the included starter adventure. I am playing two characters, the smuggler Pash and the Twi'lek bounty hunter.

Overall Grade So Far: A+ (Great first impressions and exciting universe!)

The game rules are the way I like it, very rules light and fast playing. The basic mechanic is roll a base set of dice plus some difficulty dice added in and interpret the results. They have some symbols on the dice to shift the outcome slightly good or bad depending on the roll.This allows the referee to interpret the results in a more soft-RP way and adds to the fun of the play.

When were were done we were set up to dive into the included sample adventure for next time.

Stay tuned!
~G