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Tharen the Damned wrote:


So 2nd edition will die a long slow death. Sure, it will be kept alive by those who play it, but there won't be new material apart from home-brewed stuff.

even Warpstone magazine has shut down.

all this because GW didn't think that black industries was making it any money.

we may be wrong though, it may be awesomesauce.
but RPers are difficult to persuade them to try a new system or edition.

if they have done it right however, then it may attract even more of the "stock GW fan base" and bring new wargames into the wonderful world of RPG's.

im not holding my breath though.


this is an argument that i have seen plenty o times (mostly on ww's own boards)

but what it boils down to is metaplot, for me the new system is streamline and works really well.
but i was also a big fan of quite a few of the oldwod games (vampire, wraith, changeling, orpheus)
V:TR (nwod vampire) is quite generic and bland because it was the first setting that they released beyond the blue book (mortals and core rules)

the mortals setting in nwod is unsurpassed for me and the only improvement i would suggest is using certain aspects from the new version of hunter.

the template system also works for me and that is 1 super type per character (no, you cannot be a vampire werewolf any more) because it eliminates the Twink's fantasy that is characters like Samual height

the thing i didnt like in the old wod was how everything had a diffrent system but they were all supposed to be in the same world. also, i kind of resented the "Demons are responsible for all of it" explanation that they came up with in demon the fallen.

the new wod is in many ways better, like in mage splitting "death" and "fate" into 2 powers rather than 1.
the new changeling is just better full stop as is hunter.

and the new werewolf, there isn't much in it.

oh, and i like that every one has diffrent amounts of health in nwod and that multiple actions have been taken out to give every one a chance to take their turn before the showboater solves all of the problems in a turn.

but i will also say, that i like both settings, old and new, one for the stories that were canon, and the other for the toolbox approach where nothing is set in stone.

there is more freedom to change the world in nwod, even with the lower power levels.


the 3rd edition does look like it is jumping on the D&D band wagon.
and the "career cards" and custom dice kind of put me off.

but as shiny box sets go, it could be alright.


i like savage worlds, its a simplified version of the old Dead Lands system and it always worked really well for that.
there are a few things it doesn't work too well for imo (like SF) but if you want an ideal system for a fantasy, modern or post apocalypse game then it is one i would recommend (and i use my gurps sourcebooks for fluff and ideas to use with it)


Cato Novus wrote:

You know, this thread has left me wondering, out of sheer morbid curiosity, what you'd end up with if you crossed Star Wars with Eberron...

FEAR IT!

/improved_mad_cackle

isn't that dragonstar, and wasn't that incredibly bad?

i am wanting some spelljammer action now though, damn.


i have a similar annoyance at paladins,
and ok theres paladins and anti-paladins (both lawful, but equally dull)
however, in Dragon magazine number 310 (available here: http://paizo.com/dragon/products/issues/2003/310) it gives full rules for Holy warriors of other alignments (they shouldn't be referred to as paladins though, because the word paladin is very restrictive, it sets a tone of "paragon for all things good and virtuous" and that can only really apply to the lawful good ones)

take a look though the PDF only works out at about £2 ish, and is really quite an intresting read

-=R286=-