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Can you feel the fear?
VonTush wrote: Also, how come XWing gets a pass and gets to feel like "Star Wars" when it is a system inspired (loose use of the term) from a WW1/2 dogfighting game and has been transferred to the D&D fantasy setting and the Star Trek universe. To me it feels like I'm playing a game with highly agile remote controlled boats.
Well, SW space battles are WW1/2 dogfights.
Although with no elevation it does kind of feel like super agile RC boats.
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- Colorcrayons
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JonJacob wrote:
VonTush wrote: Also, how come XWing gets a pass and gets to feel like "Star Wars" when it is a system inspired (loose use of the term) from a WW1/2 dogfighting game and has been transferred to the D&D fantasy setting and the Star Trek universe. To me it feels like I'm playing a game with highly agile remote controlled boats.
Well, SW space battles are WW1/2 dogfights.
Although with no elevation it does kind of feel like super agile RC boats.
That is true that SW battles are WWW1/2 dogfights, but XWing is not a WW1/2 dogfight. It's a capital ship combat game, it's a fantasy dragons and wizards combat game, it's playing as a which flying around on the broom, it's driving around in a post-apocalyptic world in tricked out cars.
Point being, XWing gets a pass...Why?
D&D:AW uses largely the same mechanics, but it would never be confused with a WW1/2 dogfight. Same with Star Trek.
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- Sagrilarus
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JonJacob wrote:
VonTush wrote: Also, how come XWing gets a pass and gets to feel like "Star Wars" when it is a system inspired (loose use of the term) from a WW1/2 dogfighting game and has been transferred to the D&D fantasy setting and the Star Trek universe. To me it feels like I'm playing a game with highly agile remote controlled boats.
Well, SW space battles are WW1/2 dogfights.
Although with no elevation it does kind of feel like super agile RC boats.
I think they missed a chance to make the movement more interesting. Then again, X-Wing really isn't about movement very much so I suppose it doesn't matter.
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You can play with the core set, no scenario, just two
TIEs and an X-Wingdragons squirreling around and by jingo it feels likeStar WarsDungeons & Dragons. The way it moves, the way it resolves. The mechanics feel likeStar WarsDungeons & Dragons.
You can play with the core set, no scenario, just
two TIEs and an X-Wingan Enterprise D and Vor'Cha squirreling around and by jingo it feels likeStar WarsStar Trek. The way it moves, the way it resolves. The mechanics feel likeStar WarsStar Trek.
Serioisly, play
Descent 2ndXWing/Star Trek/D&D edition and just sayStar WarsXWing/Star Trek/D&D names instead ofTerrinothXWing/Star Trek/D&D ones and it'll be about the same thing.
The problem is I'm arguing against people who are set that their view of what Star Wars should be trumps any other opinion.
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- Sagrilarus
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S.
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Sagrilarus wrote: Let's be frank, the best setting for this game is Mad Max. You know it's gonna happen, you may as well wait for that version to come out this Summer.
S.
Which one:
Attack Wheels;
or
Apocalypse Survival: Descent into scavenging for fuel and supplies?
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charlest wrote:
Sevej wrote: Easy. With so little rules, you have more room for imagination supporting your game. The detail of the mechanics doesn't matter. You move Vader up, make an attack, roll dice.
But how does imagining Yoda beat down Mace Windu feel like Star Wars?
If you put Mace Windu to your Star Wars games, then, hey, anything goes.
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Colorcrayons wrote:
You could make this discussion a whole lot easier if you could tell me what factors would make a Star Wars tactical game instead of trying to appear smart by linking Youtube video discussing video games that are a whole different world when correlating theme and mechanics.
The same mechanics can be used for various "tones". The way you pace monsters & design scenario, for example, can make the exact same mechanics feel different. Don't get trapped in mechanics, start thinking dynamics.
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