OK over the past few weeks I've run everything from the MPGB to date with two different groups, one was completely "By the Books", the other using my small amount of house rules.
I've noticed the following going by the books
1) Ranks come too easy, I'm sorry but it's meant to be a Heroic Epic, If the Players show up and don't mess up too badly they get a rank for adventures that aren't that long or complex, as an almost 30 year Role-playing Veteran it doesn't feel right.
2) Starting Rank, Rank 5 works as a Solo but as a group their are too many abilities floating around. perhaps in a group made up of different character types Rank 5 will work better as a starting point.
3) Armour, works but is a bit simplistic when looked at by Veteran Gamers, most of the gang I play with have 20+ years experience and are looking for something a bit different even in our "Beer & Pretzels" games, and the game those of us who have Kids are using for "Starter Games". nothing very much against Armour as a Basic Rule, but perhaps if their are ever an advanced rules set developed this may be something to be changed.
What Worked
A) Armour, on a basic level, but I prefer my House Rules
B) Task Rolls, For a "Beer & Pretzels" game work a treat, LW will never be our "Big Game" so the KISS principle of the Core Mechanics will make it popular as a Filler game we will keep coming back to.
C) Disciplines, apart from some attempts by overly cleaver players to pus the limits, Disciplines work well as a replacement for a Skill & Powers set found in most other games
"Fixes" I've made
For an All Kai Group start at Rank 3, it makes the players be more careful about Discipline selection and makes them rely on each other.
Bundling "A Merchants Task" with "Enemy Mine" as one Adventure works as a Intro Adventure, I'm lead to believe is how it was original written anyway.
If you've got a bunch of Veteran gamers and/or coming in to "Terror of the Darklords" at Rank 5 or above treat it as One adventure, for less Veteran Gamers and/or ranks less than 5 treat it as Two with after Part Three being the Advancement point also be prepared to extend Part Five.
Adopt a Damage Reduction Mechanic for Armour (I use half the EP of the Armour as it's DR).
I also use Willpower to prevent the high powered aspects of many disciplines being used out of hand like can happen with Clever Players.
I've noticed the following going by the books
1) Ranks come too easy, I'm sorry but it's meant to be a Heroic Epic, If the Players show up and don't mess up too badly they get a rank for adventures that aren't that long or complex, as an almost 30 year Role-playing Veteran it doesn't feel right.
2) Starting Rank, Rank 5 works as a Solo but as a group their are too many abilities floating around. perhaps in a group made up of different character types Rank 5 will work better as a starting point.
3) Armour, works but is a bit simplistic when looked at by Veteran Gamers, most of the gang I play with have 20+ years experience and are looking for something a bit different even in our "Beer & Pretzels" games, and the game those of us who have Kids are using for "Starter Games". nothing very much against Armour as a Basic Rule, but perhaps if their are ever an advanced rules set developed this may be something to be changed.
What Worked
A) Armour, on a basic level, but I prefer my House Rules
B) Task Rolls, For a "Beer & Pretzels" game work a treat, LW will never be our "Big Game" so the KISS principle of the Core Mechanics will make it popular as a Filler game we will keep coming back to.
C) Disciplines, apart from some attempts by overly cleaver players to pus the limits, Disciplines work well as a replacement for a Skill & Powers set found in most other games
"Fixes" I've made
For an All Kai Group start at Rank 3, it makes the players be more careful about Discipline selection and makes them rely on each other.
Bundling "A Merchants Task" with "Enemy Mine" as one Adventure works as a Intro Adventure, I'm lead to believe is how it was original written anyway.
If you've got a bunch of Veteran gamers and/or coming in to "Terror of the Darklords" at Rank 5 or above treat it as One adventure, for less Veteran Gamers and/or ranks less than 5 treat it as Two with after Part Three being the Advancement point also be prepared to extend Part Five.
Adopt a Damage Reduction Mechanic for Armour (I use half the EP of the Armour as it's DR).
I also use Willpower to prevent the high powered aspects of many disciplines being used out of hand like can happen with Clever Players.