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    •  
      CommentAuthoroliof
    • CommentTimeAug 25th 2008 edited
     # 1
    Dear Gregor,

    so – 3:16 seems to be a new indie hotness. Wearily of the elsewhere-mentioned shiny factor, I bought the PDF at RPGNow: Ten dollars don't hurt you right?

    In fact, I read the game twice, and I've written a review (in german). It's quite harsh when it comes to stressing the game's theme, which is overdone IMHO and turns me off to a degree.

    So, here's my gist: Yes, the game is a cool blend of all the war issues and SF movies you mention; and it gives people an easy, slightly tactical game to contrast the character development/presentation scenes against. But the "Theme" and the "Focus" of the game; namely: The guys who don't know what the war is about take all the shit is splattered over the game without need or room for exploration of the whole thing. In that regard, you could have just written: "War sucks. Especially for the point men."

    Now, I admint I might be a bit oversensitive. But I'm somehow missing the indie ideal of experiencing through play what the game really is about by making your very own choices – in other, possibly misconstrued words, there is no fruitful void in the game.

    Or is there? Please let me know!
  1.  # 2
    You are indeed missing something. It's rather large. Seems wrong to just tell you what it is, though.

    Have you played, yet? I bet it will become apparent around mission six or so. I don't know why I'm being so coy. It just feels like the right response.
  2.  # 3
    It may not have a "fruitful void," but it does have flame-guns and TPK Bombs . . .
  3.  # 4
    I suck at being coy.

    Read the standing orders of the various ranks (especially the officers). How many missions before you have a Captain PC? What happens then?
  4.  # 5
    John,

    I can only be thankful at this particular failure of yours.

    This new "Play the game you'll see why it works" coyness makes about as much sense to me as withholding gas milage from prospective buyers on the floor of an auto dealership.

    Yes, yes... play experience cannot be fully appreciated without actually playing. I get that. I've said it myself for years. But if there's a blunt fact, like the one you just stated... Well, team, let's just say it.

    Sorry about the thread detour.... but I'm so happy you just came out and said something that now makes me very curious about the game and will probably generate a sale. (Whereas before, without information, there would not have been a sale!)

    CK
  5.  # 6
    Posted By: oliof "War sucks. Especially for the point men."!

    My impression of the text was quite the opposite. It's about macho kill-fetishism and crushing poor aliens beneath the human boot.

    It's not about real war, because there is no war in the setting -- the "war" is just a fantasy of the military lizard brain. There is no real enemy. Psychotic humanity is lashing out in all directions, tilting at windmills, and winds up smacking itself a lot. It's more like burning down forests than fighting a war.

    Anyway, that's my impression of the text, but not necessarily the game I chose to run. Carry on.
    •  
      CommentAuthorJohn Harper
    • CommentTimeAug 25th 2008 edited
     # 7
    Ben is giving it away now.

    3:16 is in not a war game, since there is no war going on. It has the trappings of a war game, sure. And the trappings are cool and come with fun toys to play with. It's a game about soldiers, certainly, but not war.

    Some powerful people decided that indiscriminate murder was the right answer to a hypothetical problem. Those powerful people -- who make the big picture decisions about what humanity should be up to in the cosmos -- they're not far-away NPCs that are outside the scope of play. Quite the opposite, in fact. Those positions of power and authority are sitting right there for the taking and will be the roles of the PCs in no time at all.

    In Poison'd, Vincent puts it this way:
    "If your pirate becomes so foul and ruthless a sinner that you no longer want to play him, he leaves play. The second time any player's pirate leaves play, this is the game's final session, no choice to make."

    In 3:16, Gregor gives you The Device.

    In another thread on DitV, people are talking about their Dogs going back to the home temple and having a few choice words with the Elders of the faith. It is oh so telling that few groups ever think to do that. All I could think of was the Brigadier's standing order in 3:16. And, of course, every PC's final Weakness.

    I have more to say about standing orders, player buy-in, and military satire, but those will have to wait a bit.
  6.  # 8
    I really hate wrting this.

    I loathed the game on the first session. I doubt that I will ever play it again.

    The session was run by Ralph Mazza, and he put together a scenario that was a combination of Starship Troopers (The movie version) and Pitch Black. My sargeant was slaughtered by the flying manta-rays and Seth Ben-Ezra's Corporal survived the fight.

    Why did my character die? Am I just bitter about a character death? No. He died because I gave up. I could have pulled out some memory to save him, but I didn't.

    He was a disgusting little human being on a disgusting mission to conduct a wave of genocide across the universe. I didn't give a damn about him and it became clear that things would only get worse if he survived and the mission continued. It was a mercy killing.

    The game works. The system is fast and easy. I'm sure that anyone that reads the book would chuckle with wicked glee at the universe that the game creates. You are a cog in the great machine that is eradicating all life in order to make the universe safe for humanity.

    Sorry, but I just cant' bring myself to dip my brain in that again.
    • CommentAuthorValamir
    • CommentTimeAug 25th 2008
     # 9
    That was actually my only complaint about 3:16's text. Not that all this stuff doesn't exist but that Gregor was so...coy (good word) about it.

    I'm generally not a fan of the be sketchy and see if people figure it out for themselves school of education....but then I never liked puzzles either.
    • CommentAuthordyjoots
    • CommentTimeAug 25th 2008
     # 10
    3:16 isn't quite as "coy" as Lacuna... then again, I love both, so maybe I'm not the best judge.
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 25th 2008
     # 11
    I didn't think the text was coy about this at all. I mean right in the introduction it says:
    Their whole mission was to fight, and defeat, everything in the Universe that they could find. Alien civilizations, intelligences and life of any kind were to be wiped out to protect the future safety of the people home on Terra. Threats were to be neutralized at their source.
    To me this (plus other things scattered throughout the book) said pretty clearly that there wasn't any real "war." There isn't any true threat to Terran civilization, but just to be damn sure they are going to wipe out all other life in the universe.
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 25th 2008
     # 12
    Posted By: dyjoots3:16 isn't quite as "coy" as Lacuna... then again, I love both, so maybe I'm not the best judge.
    Would you be willing to discuss Lacuna in this way in another thread? Or in whispers? I'm very interested in Lacuna but I've never run or played it and I always feel like there is something I'm "missing" and that maybe, if I knew what that was, I'd be more able to bring it to the table.
    • CommentAuthorRaquel
    • CommentTimeAug 25th 2008
     # 13
    When I played 3:16 for the first time I ended up really liking my character. He was a tough, wiry sergeant who refused to leave men behind. Seth made the comment during game play, "He's a good sergeant. He will die a sergeant."

    He got promoted to lieutenant at the end of the session.

    Part of me really doesn't want him to move up the ranks because that will be way too painful to watch him go through. Which rather seems to be the point. And yet I'm still hoping to play again...
    • CommentAuthorValamir
    • CommentTimeAug 25th 2008
     # 14
    What I wish was in the text was more guidance to the GM for how to incorporate those themes effectively.
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 25th 2008
     # 15
    Yeah, that would be good. I'm not the best GM, so any advice on how to get to those kinds of themes is helpful to me.
    •  
      CommentAuthorAnttiKi
    • CommentTimeAug 25th 2008
     # 16
    What I like about 3:16 is exactly its coyness and the potential of theme exploration that is not forced upon the players. The basic game is fun, but I'm curious what will happen when the players raise through ranks and/or get tired of grinding and start to open their eyes and look for other ways of having fun.

    We're not yet there with our game, but I'm curious as to how it will pan out. Certainly I won't make any final conclusions before experimenting a little further. But, our group seems to appreciate the irony in the 3:16's fiction even without explicit mechanics to work with the theme, so we're good with going on.
    •  
      CommentAuthorRyan Macklin
    • CommentTimeAug 25th 2008 edited
     # 17
    I've now played in two planets and run in two planets. What I'm loving about it is the sense of dual pressures -- of those with rank to increase it to get access to Cool Shit, and Troopers to stay where they are because there's no benefit to becoming a Corporal. So, you get those career go-getters & folks content to stay a grunt (or want to promote the easy way), and see what happens when they collide. That's what I'm finding interesting. The fact that you eventually could become the Brigadier (with everything that entails -- the standing orders and The Device) is awesome for all the reasons already listed.

    What I'm not a big fan of, though, is how the rolls between encounters doesn't seem to do anything -- unless I'm missing something, there's no mechanical bennie or penalty for making/failing a non-encounter roll, and it makes it feel just a touch flat for me. All the things you might want to do -- set up an ambush, first-aid someone, etc. -- are color narration things with no mechanical impacts. I'm tempted to test a house rule in something where if you succeed on NFA roll in between encounters, you get either a +1 to your NFA roll for Dominance or +1 to your first combat round. (Maybe with the reverse if you fail.) I don't know if this'll result in something a bit more of what I'm looking for, but that's what testing is about. To be clear, this isn't a slight on the game, just my sensibilities -- I like it when the narrative feeds back into the mechanics and vice versa, as that enhances the tangibility of success & failure for me.

    Unless I'm missing something, in which case please don't be coy.
    •  
      CommentAuthorJohn Harper
    • CommentTimeAug 25th 2008 edited
     # 18
    Ryan, check out page 49 under "Helping the Group Tell Stories." Gregor talks about NFA rolls adding +1 to a future roll.

    NFA rolls between encounters can have HUGE impacts on the fiction, to the point where a mission is scrubbed due to a string of horrible fuck-ups. Not that I have any experience with such a thing, of course.

    Another fun thing someone did with an NFA check:

    Cypher: "I hide behind Corporal Fury."
    Fury: "Oh no you don't."
    Both roll NFA. Cypher wins!
    GM: "Okay, if you get hit in this encounter, you can use Fury's armor box."
    Fury: "Shit."
    •  
      CommentAuthorRyan Macklin
    • CommentTimeAug 25th 2008 edited
     # 19
    John,

    Fuck yes. Thanks for pointing that out. There is a lot of awesome in that book, takes a bit to digest it all. And in thinking about it, the converse is probably shitty -- life is hard enough on the group.

    I just finished running a space station orbiting a gas planet (yes, think Bespin & Cloud City) where the PCs were up against Corrupt Troopers (AA 8, Armour). Fuck, that was rough. (Also, being Corrupt Troopers, someone suggested that they could possible hear & talk over the Trooper's comm system. So I totally had the CT's rickroll them.) That was fucking rough, and they could have used this.

    That is one thing I see in something that's as complex as 3:16 -- learning more rules as you go. When we played the first two planets, there were questions as to whether you could bother rolling FA if you would kill 0. We said no, then learned afterwards that we could have. I see a slightly length learning process as you see how different exceptions interact & dealing with flawed interpretations (an occasional pitfall of lean text).
    • CommentAuthorTomasHVM
    • CommentTimeAug 26th 2008
     # 20
    Playing 3:16 this weekend. Looking forward to it!
    •  
      CommentAuthorrenatoram
    • CommentTimeAug 26th 2008 edited
     # 21
    FWIW, I've read through the book once, and it seems to me that it's written there, crystal clear, that there is no war, that the terran force is really jumping on unsuspecting civilizations out of a paranoid drive, and that all this is completely meaningless. Also, remember that one of the main purposes of the terran expedition is to root out from Terra the misfits that cannot live in its "perfect society" (Read the Brigadier orders). The misfits, the deranged... or simply those driven insane from living indefinitely in a world so "perfect" that there are no more stimuli. This and more (actually, I notice now how much that short text can communicate!).

    Will all of this come up in play? Will GMs and players "get" it and play by it? Maybe, and maybe not.

    Some will start blasting away aliens, and slowly develop a deeper understanding. Some will just enjoy acting like a silly parody of a war movie (Starship Troopers, the movie. It's completely not casual, IMO). It will certainly not "ruin" the game either way.

    As John noted: very few groups of dogs ever think about going back to Bridal Falls and give a good shake to those elders. Does it detract from the game? I don't think so. It's just nice that there IS that added layer of depth for those that will seek it.
    •  
      CommentAuthoroliof
    • CommentTimeAug 26th 2008 edited
     # 22
    No, I didn't play the game yet.

    All this fighting and killing stuff; why yes of course it's an illusion, says so right in the intro fiction where the whole planetary genocide thing is well put out as a pastime for the psychopathic members of a paradisical society.

    John: I don't get what's happening at Captain rank that hasn't been the game's topic on every other page before that. Maybe I'm just dense. I see the Brigadier and The Device, and there's actually three outcomes I see: Either he destroys the 3:16, or Terra, or both. Alternately, he doesn't use it and the game doesn't end.

    Again: I don't get it. Doesn't mean it's not there!

    So, in the scope of the game, self-destruction is the only way out. Through the ranks, the only stuff that changes is who else you destruct when you finally go down.

    I do intend to run the game as-is, not only to see if "The Thing" happens.
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 26th 2008
     # 23
    I guess (not having played yet) that what John's talking about is that the Captain is no longer one of the grunts being told what to do - he actually hands out and defines the missions. So it probably makes for a different (more grim?) player dynamic.
  7.  # 24
    Hey, Keith. No problem. I hope it didn't take up too much of your time to find out it wasn't for you. One character I want to play is a pacifist, just rolling with NFA and hoping to get out alive without killing anything else. I mean, your character already sounded like he was well on his way to being a Corrupt Trooper. Maybe settle on a planet somewhere and set up a farm?

    And who's to say that I don't try and keep a Strength back for a conflict on Terra where I persuade the Terran Council to give up the whole mad plan?

    Hey Harald, I think you are missing the bigger picture. The game starts in media res. You are already out in space killing things (crucially, you START the game with Kills -- you've already done some murdering). Where do you go from there? Up to you. How do you feel about what you do? Up to you. Are there actual threats to Terra? Up to you.

    There is a premise in 3:16, but how you answer it is up to you. The answer is not in the book.
    •  
      CommentAuthoroliof
    • CommentTimeAug 26th 2008
     # 25
    Gregor,

    thanks for the insight. I'll definitely give the game a try, as it does push some of my gamer heart buttons. I'll let you know how it went!
    • CommentAuthorBailywolf
    • CommentTimeAug 26th 2008
     # 26
    My issue with the game is nothing to do with the mechanical implementation of the thematics (which, as kill fetish big-boot military satire, works brilliantly), but in how samey things would seem to get.

    Drop onto planet. Run ops. Grease aliens. Repeat.

    Were I to run or play it longer than a couple of one-off pickup sessions, I'd need more... I'd need shore leave episodes where troopers mingle with civilian humanity.... I'd need conspiracy episodes, where troopers are tapped to run black-bag operations for corrupt commanders... I'd need all-singing musical episodes of the holographic dramatization of the troopers' last mission.

    -B
  8.  # 27
    Hey Bailywolf, If that's what works for you then you should put that stuff in. In fact, I think that over time higher ranking PCs might start angling for "shore leave" and so on, while even higher ranking NPCs might be trying to frame PCs for insubordination and giving them death missions. As it says in the GM advice, I really feel that at the start of the campaign "it's about the missions" and later on "it's not about the missions" -- see page 3x16 48.

    For other groups, I'm sure they'll be equally happy blasting bugs relentlessly and the group might reinforce that (in their game) the fighting is entirely justified. It's a different preference.

    In my experience the first two missions are where people first learn the rules and then tactics. From mission three onwards they start to find their characters and role-play far more. The scenes between encounters become more important to the fiction at this point, and Between Missions stuff starts to be focused on (other than just a place to get better weapons or rank).

    Looking forward to hearing about your play, Harald. I hope it goes well.
    •  
      CommentAuthorGraham
    • CommentTimeAug 26th 2008
     # 28
    You know, I think Heraldic's post, above, is the best advert for the game I've seen. It really makes me want to play.

    Graham
    •  
      CommentAuthorJohn Harper
    • CommentTimeAug 26th 2008 edited
     # 29
    Posted By: BailywolfI'd need conspiracy episodes, where troopers are tapped to run black-bag operations for corrupt commanders...

    This is what I did at GenCon, and it turned out great. I even had a player decide to play a creepy "analyst" attached to a squad, before he knew the session was going to be about black-ops stuff at all (that would be Mr. Cypher in the example above). So fun.
    •  
      CommentAuthorKeith Sears
    • CommentTimeAug 26th 2008 edited
     # 30
    Posted By: Graham WYou know, I thinkHeraldic's post, above, is the best advert for the game I've seen. It really makes me want to play.

    Graham


    Thank you, Graham. I'll take that as a testament to the effectiveness of my writing.

    I wasnt' trying to actually put anybody off of the game, but expressed my own gut reaction to the game at the time. I must admit that I was a bit tired the night that Ralph trotted it out, and I can be aa cranky as a child when in that state. I also tend to like games with a potential for happier endings. As Gregor has suggested, it may be possible to climb the ladder high enough to actually stop the madness. However, you'll have to murder a lot of aliens in order to get anyone to listen to you. Kind of like digging through a big pile of horse poo in hopes of finding the pony.
    •  
      CommentAuthorfnord3125
    • CommentTimeAug 26th 2008
     # 31
    Hmmmm... I can imagine a hypothetical situation in which a character hardly kills any aliens and still works his or her way up the ladder. It would be difficult, but not impossible.
  9.  # 32
    I haven't read the game yet, and only know the game and its setting from the clues scattered in these posts.

    I wanted to point out that the game's setting and logic seems very similar and background of the film Starship Troopers, which was, I think, a very sly movie that got buried under its own cleverness.

    Here's a link to an essay in L.A. Times a friend of mine wrote back in 1997 when the movie came out. I'm finding the similarities to John's summation of the movie and 3:16 to be quite striking. (But, again, I haven't read the game yet. I'm just talking about the gist of the world background I've read so far.)

    Amid "Troopers" Gore, It's Easy to Miss the Message


    CK
    • CommentAuthorBailywolf
    • CommentTimeAug 26th 2008
     # 33
    Posted By: John Harper
    Posted By: BailywolfI'd need conspiracy episodes, where troopers are tapped to run black-bag operations for corrupt commanders...

    This is what I did at GenCon, and it turned out great. I even had a player decide to play a creepy "analyst" attached to a squad, before he knew the session was going to be about black-ops stuff at all (that would be Mr. Cypher in the example above). So fun.



    Wish I could have gotten in on that action- sounds fucking sweet.


    I sort of want to crib shit from Starcraft and the first Riddick movie now, and do stuff with psi-ops and alien traitors and going undercover in a merc company and crap like that. Use the 'Terran War Against the Cosmos' as the backdrop to a dirty espionage and black bag game.

    -B
    •  
      CommentAuthorgreatwolf
    • CommentTimeAug 26th 2008
     # 34
    Chris,

    Yes. That. Or, rather, it's an option. You can also just play up the action without having to be reflective.

    Seth Ben-Ezra
    Great Wolf
    • CommentAuthordocholaday
    • CommentTimeOct 11th 2008 edited
     # 35
    It's written right on the character sheet, isn't it?

    Weakness #5 "hatred for home".

    I think if an instance of the game lacks depth it's because the group doesn't push hard to make interesting weaknesses and strengths. There is a big (intentional) gulf between the fighty mechanics and the fiction. Hutton doesn't demand you work the big theme into the fiction, but he drags you there in the end kicking and screaming either way. Weakness #5.
  10.  # 36
    Posted By: HeraldicHe was a disgusting little human being on a disgusting mission to conduct a wave of genocide across the universe.

    He?
  11.  # 37
    Posted By: Christopher Kubasik
    Here's a link to an essay in L.A. Times a friend of mine wrote back in 1997 when the movie came out.

    Too bad he missed the point too.
    •  
      CommentAuthorSimon C
    • CommentTimeOct 12th 2008
     # 38
    Posted By: Number6intheVillage
    Posted By: Christopher Kubasik
    Here's a link to an essay in L.A. Times a friend of mine wrote back in 1997 when the movie came out.

    Too bad he missed the point too.


    Maybe you'd like to inform us of what the point is?
  12.  # 39
    Yes, John. You've made you cred as a scholar of literature clear. Tell us: What is the point?