Whatever Happened To Star Wars MU*s?
Paradox last edited by
FFG is a great system, if you have a strong GM that can quickly address complications and boons as they arise OR you have a wide set of viable options for people to choose from. However, this pushes conflict resolution into a heavy GM dependent method, otherwise you end up as mentioned players sitting around attempting to resolve the situation which can get messy.
A game system needs (imo) to be easy for people to implement and utilize, or you need to provide training/resources to run it to those that want to. My suspicion is the latter may have been the shortcoming with the FFG game
faraday last edited by
I think it also depends on the kind of game you're running. For instance on most of the games I've been on, players almost never rolled skills against each other in any meaningful way outside ST-driven plots. (I'm not counting the odd baking contest or pyramid game.) So the nebulousness of the roll mechanics wouldn't really have been a big issue.
There is no perfect system. It's all about picking the one that fits your vision for your game.
Two random thoughts:
As non-GM staff on Chontio, I felt like FFG was rough. I stuck to storytelling via my NPC or staff PC characters, because man I found the advantages and stuff to be an extra layer of difficulty. I imagine experienced GMs have an easier time with it, but I was very much lol no.
I thought it was really interesting that even though we had no restrictions on playing a Force Sensitive character, not everyone did! In fact, I would guess that most characters did not. I have no point here, I just thought it was interesting. Maybe it was our setting and theme?
SG last edited by
FFG is a great system, if you have a strong GM that can quickly address complications and boons as they arise OR you have a wide set of viable options for people to choose from.
Yeah, this system is very dependent on having a caffeinated GM and creative engaged players.
I used to run their warhammer game for my tabletop group, and when it was just me and two of my more invested players, it was probably the some of the most fun RPG sessions I've ever played. When the rest of the group joined it got bogged down--being on the ball for creative complications and boons is more difficult for five players than it is for two especially when some of the players might not be as all in as some of the others.