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ALIEN RPG Destroyer of Worlds €15,91
Publisher: Free League Publishing
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von Nate L. [Verifizierter Käufer] Hinzugefügt am: 06/27/2022 00:49:15

Unfair, really f-ing stupid at times, but what a ride.

I felt like I had to write up a heck of a lot compared to Chariot of the Gods because the force structure for the Colonial Marines is completely FUBAR even though they're all getting reassigned to Charlie Squad. Like, give me more context for this, and why it's so f-ked up that they're pulling Marines from all over to create a separate fireteam because it makes no sense.

You can make it make sense, but it's not inherently there. And a lot of the scenario feels that way because there's a lot of interesting mystery and a lot of stuff that seems just bonkers.

At least two of the pregens have really f-ked up secrets to them. If you play them straight up, then it's possible that those players are just f'kd from the start, which feels totally bonkers and unfair. You really have to structure the storytelling to make some of it not as fkd up, IMO... which you can do, but you really really have to commit to un-fking those characters in the scenes.

If your player won't react well to being fkd, then it can go fking badly. I totally love the concept as long as you're committed to the story and not just creating a TPK, but it's so easy to trigger a TPK in this one.

There are ways to stack the deck a little more in favor of the players, but there's so much where they can just be fkd. So if you like old school concepts where you have a million ways to fk your player, there's that in bunches here.

The other challenge is putting context to the Colonial Marine presence at Kruger 60 & 61-Cygni. IMO, it's better when you've got military structure around these guys, so filling out the organization helps lend more "realism" to it. You can tell this came before the Colonial Marines handbook due to the weird lack of organizational structure. I kind of made up my own stuff, combined with the US Marine Corps structure and the known structure of the US Colonial Marine Corps (like Marine Space Force Eridani in the USCMC versus the Marine Expeditionary Forces in the US Marine Corps, the use of Marine Assault Units in the USCMC versus Marine Expeditionary Units in the US Marine Corps, etc.) Adding quasi-military structure to the setting of Destroyer of Worlds helps make it feel less wrong, but also a lot more wrong in other ways (like, why are these dudes being detached from their MAU and embedded with a black ops Special Operations Regiment? There are many possible reasons, but nothing you ever really learn).

And, yes, the pregens mostly have boring Agendas that don't move like they do in "Chariot of the Gods". There's nothing in the Agendas that make me go, "AH HA! That is AWESOME." It's mostly just Colonial Marines getting fkkd into a sh!tty situation.

Don't get me wrong. I absolutely LOVE "Dante", but it's not like her Agenda is anything amazing despite her backstory.

I'll recomend this if you spend the time to make it work for your players. I wouldn't play it straight up, especially now with the Colonial Marines handbook giving you more resources to work from. IMO, I'd prefer to drop in a whole second squad (to make up a full section)... and they can serve as backups to guard the APC while the main team does its thing. At least that can help justify a high body count rather than stick unlucky players with Iona or Zmiejewski as a replacement.

I'd avoid this if you're only looking to fk with your players. It's too easy in this scenario to be a d!ck of a Game Mother.



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