Showing posts with label Wild Talents. Show all posts
Showing posts with label Wild Talents. Show all posts

Friday, 7 August 2015

Wild Talents in yellow

So it looks like we might end up running Definitely Not X-Men for Wild Talents, and based on my previous posts Dan suggested that trying to stat up characters you already have in mind is the way to get into the system. He's been playing with making X-Men characters. That seems eminently sensible. Wild Talents is pretty much made for running some humans with a bunch of special powers.

Naturally I consider this laughably childish in its simplicity, so instead I am going to play at making the Adeptus Astartes for Wild Talents. What could possibly go wrong?

Friday, 31 July 2015

Why can't me and Wild Talents just get along?

I would start using a "Rambling" tag on these posts, but it would go on pretty much all of them.

So as mentioned previously, we recently attempted a campaigngen brainstorming session for Wild Talents, and I didn't get on with the game.

That rather confused me, because I don't understand why. I feel like this is the sort of game I should like. I like tinkering with mechanics, so shouldn't I like a game where you build your own powers and everything? What's putting me off? I wanted to try and work this out.

Okay, for a start, I think we got off on the wrong foot for a couple of reason that aren't to do with the game per se, but the attitude I read into it. The Introduction and What Is Roleplaying seem a tiny bit preachy to me - somewhat reminiscent of White Wolf, to be honest - and despite the attempts at catering to all tastes, I get the sense that really they want you to play a gritty game where you're people with superpowers, and think actual superheroes are a bit naff.