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Posted By: Gregor HuttonFeaturing a stunning cover by Paul Bourne (a|state, Cold City, Hot War)
I bought 3:16 on the basis of this thread alone, and after a read through it's going into my "WILL run" pile with Bliss Stage for Anime Weekend Atlanta and, very possibly, DragonCon before that, depending on how my panel scheduling goes. I absolutely adore the focused nature of the game and mechanics and have thought of at least seventy-billion uses for putting it to (Warhammer 40,000 was too obvious; Space Above and Beyond only requires adding a few new weapon descriptors to emphasize you're in a fighter not a uniform and possibly some rank-up vehicles of larger size; Aliens kind of goes without question; my buddy suggested Star Wars with the PCs as Stormtroopers).
Most entirely excellent and I'm hungrily (HUNGRILY, I tell you!) looking forward to **Sik*.
<cite>Posted By: Caesar_X</cite>So folks who have seen this game, help me out here. I fucking loved Best Friends (in fact I'm playing it again tomorrow). And the cover of 3:16 is certainly evocative.
But tell me what about this game excites you if you have read or played it. What makes it different than say Warhammer or Space Hulk or Starship Troopers?
Is it the mechanics? The way the subject matter is dealt with? The way it plays at the table?
In my case, it's the sheer focus of things. It's definitely not a miniatures wargame, despite the fact that the bulk of the mechanics seem to be about counting how many kills you've racked up and managing the threats the GM can throw at you. (In fact, it possibly stands in stark counter-argument to my thesis of "Whatever fills up most of the book will be what the players focus on." Well, that might not be true; shooting things really is what a lot of it's about, but I digress.) What makes 3:16 different is the degree at which abstraction in the mechanics manifest. "How many aliens are in this scene?" is not something decided a priori by the GM. Check your kill count at the end of it, that's how many there were. The GM is responsible for creating the structure and managing the abstract threat while the players have access to Flashbacks (Strengths and Weaknesses) which are essentially narrative interventions that trump the abstract combat to a desired end. By calling on one you can bail the whole team out with a success or get yourself out of it by calling out your weakness.
I'm really looking forward to playing it with a semi-regular group, just so we can rotate GMing and I can both play and plan. The stories sort of write themselves as characters gain rank and new Orders and responsibilities, without demanding the story goes a certain way. Want a goofy group of misfits who get by on luck and cheese? Want grit and gloom where it's blood and tears and suffering? Sure thing!
Most of all, though, it's a story-telling game about war stories that looks fun, and damnit, not enough games are fun anymore.
Posted By: Gregor HuttonBut... there's a lot of reading in them, and rules, and skills, and, and, and .... and, dammit, I want to play a Space Marine already!
Gregor, I would like to thank you profusely for the Examples of Play in great profusion. One of the things that makes playing and running games go far more smoothly for me is a better sense of authorial intent, and Examples are the best way to achieve that. Plus, they're well-written. Though an Example of someone using Force Weakness might be nice. ;)
I'm considering running a 3:16 game via TalkShoe for my friends. Why TS, you ask? Because my idea would be to actually record the play live, then clean up the volume levels with some compression, etc, and have that be an Actual Play record. of the game run by a new GM for it and players wholly unexposed to it (though they have been exposed to my indie-centric, generally mechanic-minimalist tastes in things like Capes, so they're not wholly unprepared).
I think it'd be very, very interesting and a good warm-up for running the game at DC and AWA.
Posted By: John HarperI can't wait to play!
I can say, right now, with no question that Mike is dead on. And I can prove it! See the new 3:16 thread on the live recording!
One-shots should be no problem. Missions go by blindingly fast. I ran through chargen, a full planet of four missions, and the post-planet levelling and review in pretty much 2hr exactly.
People that've never played RPGs before might need a little hand-holding on describing their successes and failures, but just make sure to have one crazy, over the top person around and you'll be fine. Between them and you as GM describing the Aliens' results, you'll be fine. The Flashbacks are actually among the easier things for non-gamers to hook.
Optimal range would be three to five, I'm thinking. I can see running it for up to 8, but that'd be awkward. But a full squad.
One GM one player would probably be too tight. Ranking up every Mission would be just too fast. Fun, though, if you want that sort of thing.
Posted By: CarlBut now I also kinda wanna runBest Friendsaboard the Earth Expeditionary Force, which is possibly Just Wrong.
Posted By: Gregor Hutton...GM stuff: extensive text added here with techniques and advice. My aim is to aid someone if this was their first RPG.
Posted By: renatoramand you can use a smurf to represent your character
Simon, I'd love to see some pictures of your E-Cannon toting Sergeant Smurf! ^____-
You can frag officers
That's the second time you mention it... I'd be a tad nervous of being your squad's Lieutenant, man!
Posted By: Haakon
We had great fun and I even got to demote my immediate superior officer! ;)
Posted By: alejandroAre there any reference sheets? I know this game doesn't really need one, but it would be good for con play... Just an idea.
"Remember, you can frag officers!"
Posted By: demiurgeastarothI'd like to hear more about those two missions.