The four guys in our group are all very excited about this pulp project we have started. The first step is finding a set of rules we can all agree on. Rules on audition right now are Chaos in Cairo (a goalsystem game), .45 Adventure, and perhaps a Lord of the Rings (from Games Workshop) modification. Personally, I was looking forward to trying Chaos in Cairo first being a huge Supersytem fan (another goalsystem game).
Tim came over this morning and we busted out some Mordheim buildings Tim had and the Chaos in Cairo figures. Naturally, Tim chose the evil side. After about 2 hours, the game had reached a conclusion and good beat evil. Basically, the purpose of the game was a test drive of the game system more than anything. We did not set up objectives or any story. We fought a big street brawl to the bitter end.
CinC is a pretty simple system. Every figure or henchmen unit has 4 essential stats that drive the entire game. Each stat has a number that represents the number of D6s you roll when you are doing something that uses that particular stat. It can be hiding, searching for an objective, hitting someone in close combat, shooting someone from a distance, etc. Various skills, weapons, etc. add to the number of D6s you roll for a particular action. Anytime you roll the dice, a 4+ is considered a "goal." If it is an opposed roll, and you get more "goals" then your opponent, you are successful. So, if you are involved in shooting your opponent, you would each roll your number of dice based on the appropriate statistic and skills. If the attacker is more successful because he rolled more goals, you move onto the damage phase of the combat. If the defender is more successful, the attack fails. Likewise, if it is an unopposed roll situation and you roll a predetermined number of goals based upon the task you are doing, you are successful. Overall, the system is quite elegant and requires some resource management as the goalsystem is action point based. For instance, every inch you move in good terrain is an action point, it cost 3 action points for a close combat attack and 4 action points for a range attack. You must decide each turn the best way to spend your action points.
After the game both Tim and I decided the goalsystem is very solid. This is the second game we have both played in the series (the first being Supersystem). We obviously need a few more games to really see how the system shines, but overall it was a positive experience. The only rule we talked about modifying was the initiative system as we thought it could really bog down when you add more players to the mix.
All in all a good day of gaming (thanks Tim) and now I look forward to painting the pulp minis that arrived from Copplestone yesterday!
Learning & Teaching New Rules
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How do you learn a new set of rules, and more importantly how do you then
teach it to a group of new players?
You've found a great set of rules, perfect f...
6 days ago