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HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
SLA Industries in these post credit crunch and Brexit days would have amazing legs as an RPG where the different departments of SLA have turned on each other in the face of a massive recession in the World of Progress and austerity slashed budgets leading to internecine resource raiding. I'd love a fresh iteration of the RPG but Dave Allsop seems to be both determined to do it solo while having no time to work on it so I'd say it's in development hell for another few years.

In the meantime I'll back the war game for the rulebook and hope.

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HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Jedit posted:

They're selling the game at retail as of next week. I dropped it from my Spiel watch list because it looks crap.

Speaking of Spiel, is there a Spiel thread or meetup for Essen?

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Savage Rifts had the advantage of Pinnacle being a pretty professional company and having everything finalised and approved by Kevin Siembada before they started their Kickstarter.

While they couldn't outright say "There is no chance of him loving this up or stealing the project off us" they heavily implied it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
All signs from the kickstarter comments point towards matters being grim. They have stalked the creator enough to determine he purchased a new car however.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Serf posted:

This is totally an aside from the main discussion, but man this attitude sucks when encountered in the wild. Who doesn't want their characters to pull of flashy and cool stunts like in the movies and poo poo? I used to give my players bonuses to this sort of stuff because I like to run my games like a Fast and Furious movie. Discouraging big action-movie moments is such a drag.

Now that I think about it The Fast and the Spellbound isn't a bad idea...

It kinda comes down to the type of GM you have, the type of game the GM wants to run and the type of game the players want. In RPG design one of the schools of thought breaks those types down into GNS, Gamist: The game rules should make sense and be balanced, Narrativist: The game rules should fit the story and the theme of the game and Simulationist: The game rules should model the game world in the way a physics model would.

So a GM with a simulationist outlook might ask you for a skill check for a flashy stunt because doing that would be hard in real life, a Gamist one would probably only ask for it if she felt it would convey a mechanical advantage and a Narrativist would just enjoy it as a flourish if the game world was one where such heroics are common place, if it didn't fit (say a horror game) a narrativist GM might ask for a harsh skill check as failure would be thematic of the setting.

RPG designers have been reasonably poor about explaining these concepts to people which leads to people with weird preconceptions about how a game "should" be run.
Link that in with two main ways to learn how to play, either from some eccentric more experienced person or by reading the textbook yourself and making a bunch of errors and you end up with people with odd sets of beliefs of how a game should be run. (Weird how learning RPGs is a lot like becoming a wizard)
Hell some people think only the GM should roll dice.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
The new Doomtown LCG is going to be a 100% compatible with the previous version. They are just adding in Servitors as starts in play cards that modify your outfit.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

The_Doctor posted:

Ugh, sudden cashflow problems mean I’ve had to cancel both my Miskatonic University and Dual Powers pledges as they both finish before I get paid next Friday. :argh:

If your credit card bounces you are given up to a week to make good with Kickstarter, happened to me with TORG Living Land.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Guild Ball was the game for me that scratched some of the Blood Bowl itch while also being a good game. I’d still love a good fantasy American Football game that more closely resembled American Football.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Man a proper satisfyingly crunchy Cyberpunk RPG would be great. Infinity from Mophidius is probably the closest even though its a bit more on the space opera side than I’d want for a cyberpunk game.
Interface is fine I guess, Even people who like Shadowrun tell you to run something else, maybe Cyberpunk Red will be good.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

That Old Tree posted:

I don't want to be too dour about largely inoffensive products that I'm not following closely, but based on my experience with their Star Wars games I wouldn't be particularly hopeful on this front.

I played Star Wars FFG on and off in a 5 year campaign, character got to 1800 exp. The system is crunchy but fairly flawed, has a lot of broken core gameplay.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

LatwPIAT posted:

Out of curiosity, which kind of cyberpunk? The strongly 80s retrofuture kind, GitS-y high-tech near future, Person of Interest immediate future, focusing on Shadowrun-style corporate raids, mysteries, high concept thematic exploration, just being a rad cyborg with bigger numbers than whoever you're beating up...?

I'd actually like a cyberpunk RPG with an ability to do most of that. The way I'd structure it is to have two progression pathways for characters, Abilities and Gear. So if you go deep into abilities you get characters who can do Person of Interest shenanigans and if you advance more along gear you can get more over the top combat. The type of missions you do will reward either type of reward. I'd also be fond of the two advancement types feeling different. So Abilities might progress off a talent tree or grid, spending XP as you go, whereas I'd do gear in slots, with gear connecting for bonuses. I also think both Advancement and Shopping should involve a short minigame that can be its own phase in the RPG, where interesting stuff happens and minor bonuses can be accrued, like a choice between cheaper gear and a mission unlock with a bigger gear reward.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Defintely, was playing Lord of the Rings on the weekend and i could feel the Gloomhaven influence as i kept going.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Sadly only ships to the US so I’ll pass for the moment.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
The 30 day cycle is also good for people on monthly paychecks so they can budget stuff out. If you want to do a shorter cycle you probably want to warn your fan base of pricing and dates well in advance.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
SLA is a strange RPG.

I’ve always been a fan of the setting for just how weird it is and the bleakly poetic nature of a lot of the setting and prose. It’s also an intensely political RPG in a way that’ll completely pass by anyone who didn’t live in Glasgow, Scotland in the 80s/90s.

It’s being a special operations soldier, sitting for three hours in a dole office waiting for a job where you will use a smart gun or predator wrist knives to kill rat-men or giant evil pigs in a sewer for maybe the price of your bullets back, those other guys you fought don’t count because you weren’t issued the paperwork for them.

It’s a game about climbing the greasy pole of corporate politics, where in the background reality has probably been molded to the whims of your insane company founder.

It’s Shadowrun, set in Scotland, where there is only one megacorp and you all work for it as disposable highly trained troopers for a city that is bluntly envious of your standard of living. Also the city is surrounded by a post apocalyptic wasteland.

They are in the midst of revising the back story and changing the game mechanics.

I’m mostly positive about the games revised backstory, they are explaining the metaphysics more, the Truth is very different and isn’t as caustic to your enjoyment of the game. They have a QuickStart out as a rules preview and they seem to be changing from their old crazy system with different numbers of actions to dice pool/single combat action model which I’m ambivalent towards as dice pool/single action is fairly flavorless as an RPG system. It’s better than doing 5e D&D or a random PbtA/FATE skin I suppose.

I thought around the time of the credit crunch was actually the time to revisit SLA and tell the story of the fall of SLA as the fall of capitalism but I’m not sure they are going to go in that direction at all and I’m not sure how well Shadowrun: Wageslave Glasgow plays in the current environment of RPGs. When I was talking to WordForge about it at the UK Games Expo I encouraged them to get out a great adventure or campaign to help sell the setting and the play loop and they indicated they had plans in that direction at least.

Regardless I’ve backed it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Liquid Communism posted:

Because TTRPG designers never bother to have anyone decent with math and -especially- statistics look at their systems.

Its the unholy trinity between the fact that designing an RPG is really difficult, there is almost no money in it so you have no cash to get your math checked and “Who really cares about mechanics, this is art man”

As a corollary to that, many GMs are lunatics convinced they are expert designers so will attempt to house rule the game immediately so why bother being good the GMs will immediately break it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Looks great Spooky, backed.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

FirstAidKite posted:

Idk poo poo about 5e, why is this a bad thing

Imagine making an RPG and unlike basically every other RPG company on the planet, you actually have the resources, the staff, the reach to actually test it aggressively. You could really try and push the design of RPGs forward, explore some bold new ideas, make the game easier to GM and get all the math sorted.

Instead you say gently caress that and poo poo out the most milquetoast, lazy rear end edition you possibly can and steadfastly refuse to make any new rules. Why make rules when you can shove all the work on the GM and call it “empowering the players” like a 60s parody of a workshy hippy.

Imagine the biggest arsehole you know being in charge of this product, his whole plan to do the least work possible on this, to just to cover his own arse and just maintain D&D existing and coast along on his contract. Imagine it becoming a huge unimaginable success on the back of streaming and this toss pot taking endless victory laps about his genius and vision.

Imagine that.
That’s 5e D&D.

I don’t much care for it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Liquid Communism posted:

The biggest thing I can say about John Wick is that he's still trying to put out more content for a game that he has never fixed the basic mechanical problems with, four years after release.

I was so disappointed with 7th Sea 2nd edition, character creation is good fun, then you start playing the game and the scene mechanic is cackling madness that is a mirror image of modern notions of game design.

I ran a session and it just killed me.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
It’s a completely different system, so the problems of 1st ed, like sorcery and swordsman schools being too expensive or generalists being better than specialists at specialists schtick don’t exist as problems anymore.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

dwarf74 posted:

I still can't believe 7S2e was ever released with its resolution mechanic in place.

It's just not a good game and I don't think it's fixable.

It's hard to say because 2e isn't a substantially playable game in any sense.

1e was at least broken in more enjoyable ways.

To fix 2nd Ed you’d either have to completely change the core mechanic, which means a total rulebook rewrite or actually change the mechanics for spending successes so it actually becomes a game rather than a febrile exercise.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

dwarf74 posted:

And many of those were more casual gamers who got in on it because they fondly remembered 1e.

I have to imagine that the lion's share of those folks started reading with interest, then smashed face-first into the actual rules and immediately lost all interest. I've been playing RPGs for three and a half decades, and have never met a more obtuse resolution mechanic. I am always surprised when people say they've run more than a handful of sessions in it, because I don't know that I could run a single one.

It’s difficult to do justice to how bad it is in play. I started designing a scene to run for a trial run game. In my gaming philosophy, games are about being faced with a challenge and getting to make meaningful choices about how to deal with that challenge. So basically everyone rolls their poll of d10s and for every 10 they have they have 1 success to solve one problem. I figured everyone would roll about 3-4 successes each and I had five players so if I only have 20 successes worth of problems, it becomes a dull procedural box checking exercise, therefore for choices to matter I need 30 successes worth of problems to solve. You can sub in bad guys and damage here, but swordsman character solve the bad guy problem at an over efficient rate. So you end up coming up with literally a dozen problems to solve. It’s a tremendous amount of mental energy and its all front loaded. You explain it all to the players and the scene is kinda done.
Then you go to the example of play and Wick has three characters spend their total 7 successes solving getting the McGuffin, only for the villain character to spend one success at the end to reveal that was a fake McGuffin and escape down a tunnel he just introduced and collapses.

TLDR: It’s loving bollocks.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
But no guarantee you get the content tagged as exclusive though. I thought if they did straight heroquest, they would include an optional revised ruleset with some of the things learned about game design in the last thirty years.

The Europe/UK sized hole in this market seems like the perfect time for GW to roll out a Warhammer Quest reprint set in the Old World.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Man I’m not getting it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Oh right, that sucks, but they are in a real country, so they’ll at least get paid overtime for it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Not really down with steamforged anymore after they blamed the playerbase for trying to win games and killed it off a few months ago after promising a huge surprise for the players.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
This was also a tournament game, they essentially blamed the players for trying to win the tournaments they were running.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Cthulhu Dreams posted:

Don't all of Steam forged KS games suck? Like literally all of them?

Guild Ball was good but everything since then has been deeply flawed to bad.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
ISS Vanguards gamefound pledge in contrast to most gamefound pledges charges after the campaign is done.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Warthur posted:

Here is a person making a good decision 3 months ago:

The stuff in the actual game about the Sterile trait is pretty meaningless; if it becomes known, you get some specific social blowback from some organisations which only accept fertile folk for... some goddamn reason. There may well be a completely awful reason why this is the case, but the game is mysterious about it because it's annoyingly mysterious about everything; it's very much in the 1990s mindset where there's lots and lots of metaplot secrets.

I did a review of it here but basically the new edition has some improvements in some parts but doubles down on some of the janky bits of the setting in other respects, plus it swaps out one kind of underbaked system for a different underbaked system which doesn't really reflect 30 years of progress in RPG design.

I’m a big fan of SLA, but the new system is a bit of a lemon. Love the setting though despite it being strange as hell and possibly not terribly gameable.

Did a podcast on this very topic actually.

https://twitter.com/adventuringpty/status/1346668849404502017?s=20

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Dawgstar posted:

Yeah, it feels like... I dunno, I wish we had more of what they call 'replays' in western games sometimes and especially with something like SLA Industries where I have it and have read it and (I think) even enjoyed it, but don't wish to engage with it more than poking at it with a stick from time to time. Something to give me more of a feel how it works in actual play.

I’m working on a one sentence summary of SLA, that’s what I got so far.

"It's Shadowrun, but you are a newbie Spec Ops soldier on a zero hour contract working for an Evil Megacorp in Glasgow, it's raining, it's eldritch and the loving Tories are in charge."

I think how it ends up working most of the time is as if you are playing Dark Heresy, but the organisation you work for is more banally evil even in the face of all the cosmic horror. The guidance you get is mostly episodic tackling of the crap world that is SLA. I’ve argued it badly needs an actual published campaign to give people a little guidance for a longer term arc plot for the game and how it plays session to session. I’ve only ever heard of short campaigns that dive into the weirdness a lot or mostly totally ignore it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Halloween Jack posted:

Downloading that now.

I didn't get a chance to actually read SLA until after the original product line was over and The Truth was publicly available. What was it like experiencing that in real time? As crazy as it sounds, there are some aspects of that metaplot that I'd like to use. But it must have sucked to find out that the Big Secret of the setting was something that totally negates what the PCs have been doing.

There were always hints at it in the fiction that there was something weird going on. Reading the Truth after reading SLA corebook, Mort and Kharma has the effect of making you go “Huh? Oh I guess that all these lunatic rants in the rain make a little more sense now”
The problem with the Truth is that it portrays the Truth in the worst possible light, you can come out of it thinking “Wait, so the entire game is a dream? Then nothing matters! BOOOO!”

Leaving aside all RPGs being fictional, that interpretation is wrong because it’s actually that thats how universes get created in SLA, so its that peoples souls are getting trapped in capitalist nightmare city. However as players you don’t engage with this, unless the GM reads the Truth and and decides to get weird with it’s an odd thing to tell the writers about, it’s probably some meta commentary on making RPGs.

Also I think anyone doing a story where players characters are agonising over if they are real or not is probably a little too on the nose even for role players.

I still remain a little confused about what the intended play loop of SLA is intended to be. Climb the greasy ladder, eventually figuring out that the whole system is literally a scam and then get messily disposed of?

I’ve argued for them to do a full length campaign to explain how the game is intended to be played a bit better. An iteration of the Truth hanging around and more engagement with the White Earth stuff in the antagonists certainly argues for some sorta SLA grand campaign.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Halloween Jack posted:

I really enjoyed your podcast episode. One little thing I would have added was how SLA has a gothic twist on the 2000AD style--the best iconic example being Intruder, and the worst being Slayer himself.

Good catch, its definitely worth mentioning we might gloss over it as being just sorta understood. I know Clint Langleys first work was in SLA and then went on the 2000AD and later Marvel, so there is a real connection there.

Halloween Jack posted:

The worst thing about the Truth seems to be how irrelevant it is to what the PCs are doing. I've read on forums that there was supposed to be a sort of "epic level handbook" that would engage the PCs with the Truth, give them soul powers, and allow them to actually fight the White Earth and deal with the signature NPCs. I don't know if that was part of Dave's original plan, something that was planned by Cubicle 7, or totally bullshit. That said, another really baffling thing about the 1st edition is how much setting history it gives you, and how much of that is drama between the major NPCs, when none of that is really relevant to the PCs either.

There is definitely more integration (hah) of the the Truth in the new edition. It’s the elephant in the room with SLA, you can’t not to some extent address it.

I wonder if the late 90s era attitude “This NPC is WAY TOO GODLIKE TO BEAT” has finally been gotten rid of and an epic level SLA game would engage with the bigger players in the setting. I’ve a pet peeve for designers who go for that chestnut then refuse to stat the NPC because players will kill them. You need to design better NPCs if you want players to be legitimately intimidated by them.

I think Dave Allsop was in his twenties when SLA came out, so I chalk up the relationship stuff to things that seemed important at the time.

Halloween Jack posted:

I agree that it really needs an archetypal campaign. Looking at the 2nd edition, it looks to me like there's a huge gaping void where a metagame for high-level play is supposed to be. It makes a big deal about how being a SLA Op is mostly the shittiest gig work ever, but with the possibility of becoming famous and well-connected. And then the rules for sponsorships are just like...you get a stipend and some free gear, and you have to wear a corporate logo. Idunno if they even give adventure seeds related to sponsorships. For comparison, I wouldn't say that the original version of XCrawl had good rules anywhere, but it did have a metagame for actually becoming rich and famous and how that changes the campaign.

I think every RPG should have as a priority getting out a prepublished campaign that exemplifys the playstyle of the game. It explains gameplay loops, it teaches the GM and players the setting, it provides an on-ramp for new players and GMs, it gives you art assets and prep you can set up in your VTT.

In this D&D saturated environment, you need tricks to stand out and make the game easier to play. I’ve read SLA for over twenty years and I’d have to think for a very long time about how to setup a game and what the arc of the campaign should look like.

I’ve been fascinated watching WFRP 4e do very well in the last few years because they put out tons of adventures and are adapting well to VTTs.

For SLA I think you could do one where the PCs are newbie SLOPs. Get sent in to deal with some Carrien lingering around a newly opened Big Smile Burger, clear them out, figure out a serial killer is involved. Take him down in high profile fashion, get sponsorship from Big Smile. Go to their franchise world, deal with some weird White Earth cultists there worshipping some sort of clown. Find out that this is tied to the Cannibal Sectors, head there and fight it out with a Cannibal Tribe and Dream Entity Ronald McDonald who is enraged by them horning in on his racket, then get tossed into a Black BPN if they ask too many questions.
Make a decent campaign of it, hit the big attractions and give a bit of an overview of the World of Progress.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Jedit posted:

Sorry for the double post, but I just got notified that there are 7 hours to go on Giochi's latest wave of 120-micron sleeves. I have a ton of these from wave 1 and can attest that they are very high quality. They're also roughly €1 a pack and sold by weight.

https://www.kickstarter.com/projects/giochistarter/perfect-sleeves-wave-3

Cheers for that one, very reasonable deal.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Arcsech posted:

Blacklist is currently advertising their next kickstarter, which will bring them to 5 (five!) simultaneous unfulfilled projects. Plus two more preorders that were done direct rather than through KS.

I genuinely don't mind delays due to shipping or whatever. But continuing to pile more on just looks irresponsible.

I’m interested in seeing what it looks like, James Hewitt is late of Games Workshop and IIRC designed Blitz Bowl, so I’m interested to see what direction he takes the game in.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

JazzFlight posted:

LOL, is it just me or is there something weird going on with this campaign?

https://www.kickstarter.com/projects/frcreator/final-redemption-tcg/description

It looks like your standard amateurish-level KS that usually doesn't get funded, yet it raised like $240,000+ with 700 backers? And then it only has 48 comments in the comments section?
Something seems really fishy.

I know TCG Kickstarter’s are rife with speculators looking to pump and dump limited run product, so it could be one of those deals.

There were shenanigans around Metazoo after Flesh and Blood went insane last year.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

Infinitum posted:

There's just an absolute fuckload of new games launching today, so make sure you give KS a look

https://www.kickstarter.com/discover/advanced?category_id=34&sort=newest

You ain’t kidding, is this a “pencilled in for around Gencon glut”

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
I worked with a cabinet maker when I made mine, his starting suggestion was to get an old table and just use the legs rather than messing around trying to make your own legs. Worked great in the end.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
Went to take a last minute look at Myth and Goal and the project has been cancelled.

Presumably a case of a fake initial goal and a hidden much higher actual goal they didn’t reach.

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HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

JazzFlight posted:

I was thinking about backing it, but then I had a look at all the skills on the cards and thought that it would be too much of an analysis paralysis brain-burner for me and my opponent.
Having to remember all the bonuses/abilities of each monster and troop and building before moving/attacking would give me a headache. I either wish it was just a video game or they stripped some of the skills away.

That's why I kinda regretted backing the Batman Gotham City Chronicles game (which admittedly is worse because the skills are all just represented as icons on the character cards).

Funnily the main complaint 1e grogs have about 2e Monpoc is how much of the dice management strategy they removed from the game and the resulting loss of tactical complexity. Skills also used to be icons on the Monpoc minis.

It’s a solidly medium crunch game and most people internalise the important abilities fairly quickly and the unit and monster cards are there to reference in front of you.

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