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  1.  # 1
    Maybe it's just me, but I feel like there's been a lot of love for Unknown Armies popping up here lately. I love the setting, and keep hoping for some type of 3rd edition that would magickally fix all the problems that I have with it. I very much view UA as the last, best example of a more traditional RPG. It was the game that, I believe, took me as far as a traditional-style game could. I just don't think the mechanics, as is, are as integrated into the setting as they could be. There are parts that are awesome, like the brutal combat, the madness meters, the schools, and the avatars. But I just don't think that this game can simply provide good play for me, mostly as a GM. I hate statting NPCs and I think that as much as I love the broad scope of the world, it can get a little unfocused.

    Ok, let me shut up. How would you do Unknown Armies?
    • CommentAuthorJudd
    • CommentTimeMar 13th 2009
     # 2
    Posted By: jessecoombs
    Ok, let me shut up. How would you do Unknown Armies?


    I don't mean to be a dick but, I'd open the book and play it.

    I'd make damned sure the players knew the campaign concepts and come in with something united but yeah, I'd open the book and go.
  2.  # 3

    I'm kinda with Judd...

    I'm saying this based on UA 1st ed (I don't know the full scope of the changes between editions).

    The one piece of advice that I wish was better explained in the book was when to roll the dice. Really, all of the verbiage can be condensed down to "Only roll when the character is in a conflict of interest with another major player in the fiction." That's it.

    I'd also like to point out that this isn't "story-gaming" anything. The notion that you can "story-game" anything is bunk.

    D

    • CommentAuthorJudd
    • CommentTimeMar 13th 2009
     # 4
    Ya know, Darcy, I played second edition and seem to recall that they give pretty good advice for when to roll the dice. It is the first game I can remember that specifically stated that the stats and numbers did not represent someone shooting at a shooting range on a clear day but shooting from the roof of a car while being chased by a monster.
    •  
      CommentAuthorfnord3125
    • CommentTimeMar 13th 2009
     # 5
    One thing it might be good to consider and talk to your players about is what "level" they want to play the game at. The 2nd ed book is divided into "street" "global" and "cosmic" sections (I think I'm remembering the names right) and those are pretty good descriptions of the primary ways you can play the game.
    do you (and your friends) want a game about shmucks who don't know shit (or know one tiny sliver of shit) getting into stuff way beyond their heads? do you want a game where they THINK they've got it down and they've got some power and are starting to tangle with the big boys? or do you want a game where they really are in the know and they're working on manipulating the fate of the cosmos to fit their agenda?
  3.  # 6

    Hey Judd,
    That sounds like it's at least in the same vein as what was in first ed. I guess my gripe (and it is a really minor one) is that all of those paragraphs of explanation don't convey the information I needed.

    The printed instructions get you caught up in the window dressing of when you should usually roll, not why you're rolling.

    'Cuz sometimes, you shouldn't roll just because you're on the the roof of a car while being chased by a monster.

    D

    •  
      CommentAuthorfnord3125
    • CommentTimeMar 13th 2009
     # 7
    Posted By: Darcy BurgessThe printed instructions get you caught up in thewindow dressingof when you should usually roll, notwhyyou're rolling.
    I dunno... this has rarely been a concern to me. Does the player think he should roll? Does the GM? If someone thinks someone should be rolling, they probably should be.
  4.  # 8
    Posted By: Judd
    Posted By: jessecoombs
    Ok, let me shut up. How would you do Unknown Armies?


    I don't mean to be a dick but, I'd open the book and play it.

    I'd make damned sure the players knew the campaign concepts and come in with something united but yeah, I'd open the book and go.


    Heh, not being a dick at all.
  5.  # 9
    Posted By: Darcy Burgess

    I'm kinda with Judd...

    I'm saying this based on UA 1st ed (I don't know the full scope of the changes between editions).

    The one piece of advice that I wish was better explained in the book was when to roll the dice. Really, all of the verbiage can be condensed down to "Only roll when the character is in a conflict of interest with another major player in the fiction." That's it.

    I'd also like to point out that this isn't "story-gaming" anything. The notion that you can "story-game" anything is bunk.

    D



    I guess what I mean, more or less, is if you had just the setting to go with, how would you do the mechanics? When I say "story-game", it's just a short-hand for applying newer techniques, ideas, philosophies, and concepts that have been learned with the advent of all these cool indie games.
  6.  # 10
    About the only thing UA doesn't do that most "story games" do is it doesn't have explicit conflict resolution for outside of combat conflicts. It describes its system very much as task based. The good news is, it works pretty well if you want to make a one roll conflict type deal, due to the way the odds of success work.

    Past that, 2nd edition has group campaign and character creation, relationship maps, psychologically driven play, a basic flag system, and even some stuff about scene framing.

    So yea, it looks like a trad game, it task resolves like a trad game, and many people do play it as a trad game (especially by making the players ignorant of whats happening the world) -- but many parts of it are close to story games already. Just make sure the players know the basics of what's going on, follow the group creation rules and adventure creation rules, and zoom.
  7.  # 11
    Posted By: jessecoombsHow would you do Unknown Armies?

    What I've done:

    (a) What Judd said, plus

    (b) Adding a bit more at character creation, with a questionaire to focus play. Last time I did, for an Otherspace one-shot scenario with pre-gens, I asked:

    * If this character was in a movie, who would he or she be played by?
    * [List of three trouble situation] Pick at least one trouble you're in that sound like fun to play.
    * You know a guy named Steve. Mid 40's, white, dresses well. How do you know him?
    * You know a woman named Lydia. Early 20's, white, often wears simple dresses. How do you know her?

    And that went pretty well. The system is fairly solid, if focused in one way, but the indie tricks for character & situation frontloading would rock here.