Is this like Dungeons and Dragons but in WWII
I mean from the RPG/playing perspective where you have someone narrate the story and players play out their characters?
Is this like Dungeons and Dragons but in WWII
I'd also like to hear about the system here and how it's improved over the last few iterations.
(it certainly uses a lot less dice than the original).
Sounds like you two need to set up a Play by Post. :whistle:
Got my box delivered a few weeks back. Seems like a suitable system to run as Play by Forum. Any interest from the denizens here to try and whip something up to play here on the forum?
I’m in as long as you don’t need me at the end of a live connection
Is there a pdf?
To start with the basic tool; how do we want to handle dicerolling?
but I have listened to a very interesting podcast where they explained combat in T2000 is fairly realistic and not about DnD style wack a mole combat, but about preparation, tactics and sensible use of weaponry..
which version of T2K were they talking about? The original GDW one from 1984, or the new one from Free League?Whoo boy! T2K 1984. That brings back some memories.
That brings back some memories.
Late to this thread, but played this solo last night. Got smoked, but the hexcrawl aspect seems to work pretty good. I did add a bit of structure up front to give more purpose to the crawling though. Very intriguing. Combat is brutal...How does it play solo? What's it's complexity like?
we had a session of T2K at The ACDC over the weekend, and it was in a UK-friendly time slot, too!What's the ACDC?
we had a session of T2K at The ACDC over the weekend, and it was in a UK-friendly time slot, too!What's the ACDC?
Yes, on the front pa....
Nevermind.
Isn't that how the game plays anyway? Moving from hex to hex and seeing what happens if anything?
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It is exactly. That's the definition of what a hexcrawler is.
Its very solo friendly. Even has a chapter in the rulebook dedicated to it, but you reduce the game to a hexcrawler where combat mainly drives gameplay.So I was just wondering why he said you reduce the game to a hexcrawler when you say that's what it is anyway
Isn't that how the game plays anyway? Moving from hex to hex and seeing what happens if anything?
So with a multi player game, there's no randomness in the spaces when you get there? Is that because of the GM (whoever that is...like the dungeon master)
Play any RPG solo = Mythic Game Master Emulator (https://preview.drivethrurpg.com/en/product/20798/Mythic-Game-Master-Emulator)Bloody hell - he's enthusiastic!
Let Trevor show you how it's done: Me, Myself, and Die (https://www.youtube.com/channel/UCtiBzkVoYrugJkrpW7_75Ag) (http://www.aarcentral.com/emoti/love2.gif)
So - hypothetical...So with a multi player game, there's no randomness in the spaces when you get there? Is that because of the GM (whoever that is...like the dungeon master)
That's up to the GM.
Some GMs pre-program everything while others will pre-program some key locations and either randomize or ignore everything in between.
In a solo game, you get to drive your own train, but most prefer the random hex 'exploration' as it gives them more to do through each step and creates a more robust adventure
Ok, so here's a request for everyone who's interested in trying this out in a play-by-post format to start rolling their characters and post their character sheet here.
I'll setup a simple combat scene once I have a notion of how many characters will be in our little test. Then I'll post a short backstory blurb and mission status/recon report.
We've got a Saturday session of the new RPG at The ACDC
Last year's session was very highly-regarded and this year's might already be sold out
We had 2 sessions but lost a GM to COVID and had to collapse into a single session
We had 2 sessions but lost a GM to COVID and had to collapse into a single session
Appropriate for a post-apocalyptic game.