![]() But we never got around to really doing that kind structural change in terms of how we did sessions. Doing briefing, plan and gear, then actually going in as part of the same session turned the gearing into a huge clunker. That way people could work out a plan and do the picks in between play sessions. However, it is in fact a huge pain in the ass too! Structurally, the game would really be fit from basically splitting up briefings from the start of the mission in terms of actual gaming sessions. ![]() You could potentially create very different plans and variations in capability out of the same characters with the mission gear, especially if the characters had the stats to use lots of flex picks. Another time, we used a very specific tricked out vehicle as a key part of our plan. In one mission, we completely built an assassination plan around a one off gadget. The gear system in SC2 did have some neat applications with the flexible gear structure.
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