[UA] [OT] Godlike

Alex Lampros alexlampros at airpost.net
Sun Mar 14 11:57:38 PST 2004


ok, thanks.  Sounds worth picking up.

On Sun, 14 Mar 2004 09:44:40 -0500, Budfannan <budfannan at gwi.net> wrote:

> The world is wonderfully thought out.  I and my players were in a 
> campaign
> for about eight months it was a great game.  I had picked it up to do a 
> one
> shot during one of our WW2 theme week at work and know one wanted me to 
> stop
> running it.  The system,which is what Greg worked on, handles the genre
> really well.  It can be very deadly.  I loved it.  None of my original
> playing characters made it to the end of the campaign.  It works well as 
> a
> troop play game, unless you are running more of an intelligence/covert 
> ops
> game.
>
> The setting is meticulous.  It does an excellent job of teaching you real
> history and Godlike history.  The use and explanation of powers is really
> well done.  No one is too powerful.  The course of civilization is not
> dramatically effected by the existence of powers.  Also, the way they
> manifest is well done.  My favorite is the explanation of super minds.  
> As
> their ability to comprehend things increases so does their ability to
> understand the ramifications of their inventions.  Thus their increased
> empathy makes them choose no to share creations and knowledge which can
> harm.  It's an excellent example of an in game, but believably 
> roleplayable,
> control device.
>
> Just my two cents.
>
> Ian
>
> PS There is a Godlike list.  You can find it at Arc Dream's website.
>
> ----- Original Message -----
> From: "Alex Lampros" <alexlampros at airpost.net>
> To: "The Unknown Armies RPG Mailing List" <ua at lists.unknown-armies.com>
> Sent: Saturday, March 13, 2004 10:34 PM
> Subject: Re: [UA] [OT] Godlike
>
>
>> You make it sound a little like Unknown Armies.  (which is a good thing)
>>
>> What was your impression of the world, though?  That's what I'm more
>> interested in.
>>
>> Alex
>>
>> On Sun, 14 Mar 2004 14:07:57 +1100, Liam Routt <liam at routt.net> wrote:
>>
>> > I got Godlike on the strength of Greg's involvement, although I was 
>> soon
>> > won over by the concept as well. Unfortunately the friend of mine who
>> > was most likely to run a game of it chickened out, so I haven't 
>> actually
>> > played it.
>> >
>> > My impression of the system (which Greg worked on, if I'm not 
>> mistaken)
>> > was extremely positive. Erik Lee mentioned it seemed a bit White 
>> Wolf-y,
>> > and while that is somewhat true, it fixes so much about that company's
>> > systems, at least for me.
>> >
>> > For starters, there are two aspects of success (number of matching 
>> dice,
>> > and value of matching dice), which gives you a lot more to work with.
>> > Indeed, that alone is the basis of almost all the cool stuff that the
>> > system does. Because there are two axes of success Greg can pretty 
>> much
>> > do combat in a single roll per combatant, and he has a lot to work 
>> with
>> > for the super powers. There are dice that are fixed at a certain 
>> value,
>> > and dice that may be set to a value, for example, giving quite simple
>> > mechanics to create powerful skill interactions.
>> >
>> > What freaked my friend (the potential GM) out was the odd placement of
>> > the genre and mechanics of the game. Most guns, for example, have
>> > roughly the same stats. And yet this is supposed to be a "realistic"
>> > world war two game (or at least ww2 with super powers). It can be hard
>> > for some people to reconcile the efficient beauty of the system with
>> > what it is trying to do.
>> >
>> > The system also relies heavily on the GM to walk that line for the
>> > group, and define it. My friend ran a game for some other people and
>> > found the super powers (even simple ones) walked all over the normal
>> > people. My feeling, listening to his description, was that *he* was 
>> the
>> > one failing to deal with the super powers, and effectively letting the
>> > players fast talk him and bamboozle him. You have to be ready to deal
>> > with powers and face them with cold hard steel in an unforgiving 
>> manner,
>> > or else you will end up with a four-color superhero world (which could
>> > be what you want). My friend was willing to push blame for his 
>> failures
>> > on to the system, which I think was really unfair.
>> >
>> > In summary, I was very impressed by Godlike. It is the only WW2 game I
>> > can envisage playing. I think the system was elegant and avoided a lot
>> > of complexity that gets drawn in when "reality" and "guns" are in the
>> > same room. For all that reason, though, I think it has the potential 
>> to
>> > confuse some potential players.
>> >
>> > Take care,
>> >
>> > Liam
>>
>>
>>
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