Hail and Greetings once again! It's been a while, hasn't it?
Managed to run my first large-scale game of Mage Knight, using a modified ruleset:
Conquest-level build total and turn amounts (1,200 points, 3 actions per turn without Command, 4 plus rolls with Command).
Victory points instead of objectives (didn't matter much anyway).
Nexus-era Special Abilities Card, but no proficiencies yet.
It actually went rather well, and we all learned a few things. A lot is because the last time I was into this game, between normal player attrition and the 2.0 debacle, leaving just one other player besides myself involved on the local level. This would result in a lot of situations, rules, and even certain abilities just not getting used all that much. For example, I learned that RAW (rules as written), Terrify actually works on multi-dial figures, so my trundling engine of steampunk death was too afraid to ram a big lizard. We all decided that it was just too funny to overrule at the time (and we can't get a cooperative copy of the unified rules documents, yay for old files) and let that stand.
If we're fortunate, we'll have even bigger and better games on the way. I already have 52 different Domain cards (so most if not all of them) and I'd like to introduce proficiencies and items into the game. I don't remember off hand, but I got the distinct impression that items plus Nexus figures equal meat-mulching agro-combine of death. Between that and finding players that like playing 'bad guys' like the Dark Crusaders and high end Mage Spawn has turned out to be quite refreshing. All Your Clicky Base All Belong To Us!
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