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Warhammer Fantasy Roleplay
A Roleplaying game of perilous adventure!
Moderator: FFG DanielCffgjafferFFGMarkGeckoThe Spaniardynnen Topics: 2769 | Posts: 29981
A question for the Captin', if I may
Published on 16 August 2009 - 13:48:06
Page 2 of 2 (17 messages) « First page... 1 2
Reply #16 | Published on 17 August 2009 - 11:34:18

MILLANDSON said:

 

 

Roll your dice into the WFRP3E box?

Would it be tasteless to ask: "Cat got your tounge?" if no one presents a reply fast enough?

" Barkeep! A chosen of the Adeptus Mechanicus is thirsty, so pour me a glass of your finest de-greasing agent, post haste!"  - Varnias Tybalt

Reply #17 | Published on 17 August 2009 - 13:48:06
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Varnias Tybalt said:

Captin' said:

 

This card system seems to remove the GMs powers greatly. I dissaprove of that.

 

 

Captin', since you wrote in swedish in another thread im going to assume that you are a swede and that you're living in sweden, for the sake of argument.

Are you familiar with a swedish RPG called Noir? (made by some of the guys responsible for Eon and Neotech)

Noir is a prime example of how you can make a really astonishingly good RPG even if you remove some of the GM's powers. It uses an advanced fate point system, that let's players actually change entire situations in the scenario (like simply retcon away locked doors from the scenario in order to pass through them). The objective in that game is to make a story together as a group, instead of the GM just railroading the players through his or her scenario in according to his or her rules.

If you have the opportunity and the cash, do check the game out. It is REALLY good, provided that the gaming group get the philosophy behind it.

Usually the GM's rule is divine law, but it doesn't have to be that way. A game can be good, nay, BETTER than ordinary RPG's by the mechanics giving the players some leeway...

Maybey in a year or two, but for the moment I am theoreticaly stoned on WFRP 2nd edition.

Without Signature
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