People still play the early Noughties Star Wars RCR rules? Wow.
People still play the early Noughties Star Wars RCR rules? Wow.
Oh, yes, I'm well aware of that. My group just kept on playing D&D 3.5/Pathfinder, but I always preferred the SWd20 rules to the newer Saga stuff.
RelevantOh, yes, I'm well aware of that. My group just kept on playing D&D 3.5/Pathfinder, but I always preferred the SWd20 rules to the newer Saga stuff.
I find the people I've playing with and the game we're playing both make a big difference. Some of my roleplaying groups were wargamers who wanted the rules to be consistent and transparent. Those guys liked the Battletech half-rpg I put together (today, I guess we'd call it an "ARPG"), where the rules for the firefights were clear and available for everyone to read over (we just used the Battletech tabletop game for that part). Other players liked to be more adaptable, and appreciated rules that were less rigid. Call of Cthulhu really lends itself well to the latter, with situations where the characters genuinely don't know what's going on or what to expect; if a player empties her revolver into an oncoming monster and nothing happens*, there's nothing to argue with the gamemaster about, because that's perfectly reasonable in that game. Heck, she might be more worried if she kills it ("Okay, it can't be that easy - the GM must be luring us into a trap, everybody stay ready").Sometimes the edition of a game you're playing doesn't make much difference.
I remember refereeing CoC once and it turned out I was using a 2nd ed. rulebook and the players a 4th ed. rulebook. The only difference that we found was that the sanity loss rules in the 4th ed. were clarified better.
Sometimes you just like a certain edition of a game and keep playing it because it's what your used to. I stuck with 5th Edition 40k until about a year ago when I finally switched to 8th Edition.
I find the people I've playing with and the game we're playing both make a big difference. Some of my roleplaying groups were wargamers who wanted the rules to be consistent and transparent. Those guys liked the Battletech half-rpg I put together (today, I guess we'd call it an "ARPG"), where the rules for the firefights were clear and available for everyone to read over (we just used the Battletech tabletop game for that part). Other players liked to be more adaptable, and appreciated rules that were less rigid. Call of Cthulhu really lends itself well to the latter, with situations where the characters genuinely don't know what's going on or what to expect; if a player empties her revolver into an oncoming monster and nothing happens*, there's nothing to argue with the gamemaster about, because that's perfectly reasonable in that game. Heck, she might be more worried if she kills it ("Okay, it can't be that easy - the GM must be luring us into a trap, everybody stay ready").
* Or, better yet, every bullet causes a polyp to fly off the creature and affix to the wall. Now 6 more of them are gestating in the sewers under the city. "Good thing we didn't use the Tommy Gun..!" I really miss Call of Cthulhu.![]()
Very nice!In an effort to lighten the mood around here a bit, here is a picture of the Techpriest Enginseer I just finished. I think it's the best paint job I've done on a miniature yet.
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The dirty, grimy look to him was intentional.