On Apr 24, 6:54 pm, Simon Smith <simon_smith_n...@[EMAIL PROTECTED]
> wrote:
> (Disclaimer, West End Games sent me a draft copy of the rules, and I
never
> bought the final version. I don't think they changed in any significant
way
> before publication, but I might be slightly off-base on some of the
below.)
So they basically (like Torg) had two fudge sub-systems. How silly.
There was a break in game design as rpgs moved from former wargame
designers to... well I guess one can call them fans of rpgs who went
on to design them. Star Wars, Torg, White Wolf, Deadlands, etc.
All attempted various genre or dramatic style mechanics, and all
didn't seem to have a clue as to what those mechanics actually did.
The designers seem more in love with the concept than aware of the
result.
Fumble chances that increased as skill did. Wild swings in expected
results. Mechanics easily broken with characters stated toward the
edges.


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