Nuketown

Sun, 03/23/2008 - 8:05am

I figured you were cooking up some sort of Initiative system; having it based on Dodge makes sense; it lets players control their own destinies by spending more dice. Which I think is what folks liked most in the playtest -- the ability to shift dice around based on how things had gone the previous round.

The cards worked well (especially since they doubled as measuring sticks) but using the dice more is the way to go.

I like having Floating Dice explode; combined with an expanded Stunts mechanic, I think it could make for a very dynamic game. My thought after I wrote up the playtest is that this could become the Risus of tabletop games; a solid, playable core, with lots of easy-to-build expansions.

I'm curious to see how you incorporate characters/role-playing in to the mechanics into it (particularly experience/advancement). I could easily see running an ongoing Car Pool campaign before our D&D sessions.

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