knolli wrote:Maybe my argumentation was a bit onesided on the negative points. If you pull it off and your players have fun, you are an awesome GM.
The setting looks interesting. Not the old black-and-white.
Don't confuse system and world. To play in a new world, you don't need to write new mechanics and generate yet another set of rules. Many systems are game independant or only need minor adjustments.
During the split, myself and the current player(s) would stay in one room of my basement, while the others go off and play video games or something. Or I'll have meets just for one or two people, as schedule conflicts are deadly to our D&D game. This will hopefully curb the lack of focus that makes encounters so damn long. Also, I'm a Time Piltogg, and will limit turns to maximum of 5 minutes in order to get on with the storyline. No remedy for work I have to do.
The rules themselves are based off of 4E(bitch all you want) that's been stripped of the things I find useless, and classes. I got rid of classes because 6. It's guns, and 7.I want players to not be restricted by classes. With that goes most powers. This should hopefully force players use creativity when sheer firepower isn't enough. For example, our heroes are running from the totalitarian authority in the sewers. Ahead is a patrol currently oblivious to their presence. Guns would alert other nearby soldiers, and no one has silenced weapons. Since one player is trained in acrobatics and stealth, he can make a skill roll and try barrel roll behind the enemies, slit their throats, and move on like Bonn-o-Tron. The things you could do with skills if you couldn't use powers...