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The Regiment / Re: 2.1 meets 2.5 Feedback
« on: March 17, 2013, 01:38:51 AM »
A bit more feedback from our most recent session:
1. We're still playing WWII, but it doesn't feel very WWII. Individually, we feel quite powerful, and some of the moves, especially for the officer, don't seem to make a lot of sense unless we're playing a more contemporary setting. Particularly the officer's ability to call for fire. The battles end up feeling more like a SEAL team fighting the NVA, or the SAS in the Falklands. Our officer just managed to go home, so we're going to try playing without an officer to see if it gets grittier.
2. The horror of war doesn't seem to be explicitly supported by the mechanics. I think we could do more with what we have - I had a horrific moment where my officer, after calling down smoke on some machinegun nests in bocage was forced to lead the unit in a headlong assault through the smoke to avoid a mortar bombardment, and in the smoke accidentally ended up shooting one of his own men. That was horrible.
But the mechanics don't suggest that the soldiers accumulate physical and psychic scars, which makes it really easy to play Rambo or Inglorious Basterds. At our table, we might not be applying incidental fire as rigorously as we might... But with Grit and Tough, our Soldier managed to prove utterly immune to enemy fire.
And it's up to the players to make the choice of how the character reacts to warfare. It's entirely possible to go stress and wound critical, and then recover and not have changed. And while that's not a bad thing necessarily, I feel like the game seems to be about trying to live long enough to get home, and what prices must be paid to accomplish that, and I could use more guidance, myself.
If it is about the costs of war, it might be neat to see that reflected on the sheet. We were talking about how it would be really cool to be able to tell the stories of our battered veterans after they come back to 'the world', and to have those stories supported by the game. Maybe carry the characters over into a heist game, a la original Ocean's 11. Even something as simple as a Fiasco aftermath chart.
When you go home, roll + times you went critical over the campaign. On a 10+, pick 3. On a 7-9, pick 2. On a 6-, you are unscarred. Why?
-You suffer from substance abuse
-You become an adrenaline junkie
-You're in and out of prison
-You're physically maimed
I think the letters home are a good start at dealing with that. But Tim made a neat point that tying XP to mission objectives makes it feel wargamey.
3. One of the most valuable things I think is the battleplan tool. I think it might also be valuable to include some heuristics so players who don't know much about combat have a sort of best practices list of doctrines that they can refer to. But that might be a bit more than can be asked of such a tight, short game.
1. We're still playing WWII, but it doesn't feel very WWII. Individually, we feel quite powerful, and some of the moves, especially for the officer, don't seem to make a lot of sense unless we're playing a more contemporary setting. Particularly the officer's ability to call for fire. The battles end up feeling more like a SEAL team fighting the NVA, or the SAS in the Falklands. Our officer just managed to go home, so we're going to try playing without an officer to see if it gets grittier.
2. The horror of war doesn't seem to be explicitly supported by the mechanics. I think we could do more with what we have - I had a horrific moment where my officer, after calling down smoke on some machinegun nests in bocage was forced to lead the unit in a headlong assault through the smoke to avoid a mortar bombardment, and in the smoke accidentally ended up shooting one of his own men. That was horrible.
But the mechanics don't suggest that the soldiers accumulate physical and psychic scars, which makes it really easy to play Rambo or Inglorious Basterds. At our table, we might not be applying incidental fire as rigorously as we might... But with Grit and Tough, our Soldier managed to prove utterly immune to enemy fire.
And it's up to the players to make the choice of how the character reacts to warfare. It's entirely possible to go stress and wound critical, and then recover and not have changed. And while that's not a bad thing necessarily, I feel like the game seems to be about trying to live long enough to get home, and what prices must be paid to accomplish that, and I could use more guidance, myself.
If it is about the costs of war, it might be neat to see that reflected on the sheet. We were talking about how it would be really cool to be able to tell the stories of our battered veterans after they come back to 'the world', and to have those stories supported by the game. Maybe carry the characters over into a heist game, a la original Ocean's 11. Even something as simple as a Fiasco aftermath chart.
When you go home, roll + times you went critical over the campaign. On a 10+, pick 3. On a 7-9, pick 2. On a 6-, you are unscarred. Why?
-You suffer from substance abuse
-You become an adrenaline junkie
-You're in and out of prison
-You're physically maimed
I think the letters home are a good start at dealing with that. But Tim made a neat point that tying XP to mission objectives makes it feel wargamey.
3. One of the most valuable things I think is the battleplan tool. I think it might also be valuable to include some heuristics so players who don't know much about combat have a sort of best practices list of doctrines that they can refer to. But that might be a bit more than can be asked of such a tight, short game.