Friday, July 8, 2016

Advanced Fighting Fantasy 2 • Re: Stellar Adventures Kickstarter

Advanced Fighting Fantasy 2 • Re: Stellar Adventures Kickstarter

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Hullalla wrote:
I think that Stellar Adventures is better stick with its flavour, legacy and gaming approach (for good or bad) that is its own, rather than trying to steal too many tricks here and there.


To some extent I agree, but if there's a cool mechanic that solves a problem I say steal it. RPG design has changed a lot in 30 years, and while not all of it is good -- or consistent with AFF -- there's a few things worth learning from. Jerry-rigged one-use tech solves a problem: how to allow powerful technology in one situation without letting it wreck the whole campaign. On the other hand, I don't suggest we use "depletion rolls" if tracking charges will do; in the Ninth World "technology" is practically magic, whereas in Stellar Adventures most technology is manufactured somewhere in the known universe.

Slloyd14 wrote:
Also, futuristic is not necessarily better.


Also agreed. Technology should have natural limits. A disintegrator rifle may require an external energy source or take several combat rounds between firings. (Or could be unstable: "Whadd'ya know, it disintegrated.") Force shields may not protect against slow-moving attacks (as in SG-1 or Dune), or deflect only certain types of damage. Conversely, slug-throwers and lasers may be "weak" but they're reliable, and an old-fashioned breastplate made of advanced materials could be your best friend (heavy though it may be).

Going back to an earlier point, I don't think SA should be about having the bigger gun. In the grand adventure tradition, it should be about using the tools you have to outwit guys with bigger guns.

Statistics: Posted by fmitchell — Fri Jul 08, 2016 5:47 pm






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July 8, 2016 at 12:04PM

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