Can Veeky Forums review this rpg?
Has anyone managed to successfully find a group and actually sit down and play VeloCITY?
Please review it for us, I might not ever find people willing to play with me, and I want to know if the hunt is worth it.
Can Veeky Forums review this rpg?
Has anyone managed to successfully find a group and actually sit down and play VeloCITY?
Please review it for us, I might not ever find people willing to play with me, and I want to know if the hunt is worth it.
Other urls found in this thread:
1d4chan.org
archive.4plebs.org
twitter.com
Hi. I'm the lead (read: only) developer for VeloCITY. While I can't speak to any campaigns of my own (mostly because I haven't run any myself), I know of a few other people who have run their own campaigns, and they absolutely loved it. The game is played fast and loose, and the players get the opportunity to be properly radical.
If you do plan on looking for a group, make sure you have the latest version of the document from 1d4chan.org
That said, I'm open to answer any questions you may have about the system to the best of my ability.
Are people racing in the game? Or trying to kill each other.
Yes.
Best case scenario: everyone is racing each other. Combat is possible, but you shouldn't have to resort to fisticuffs to win an argument or get a point across.
two gangs on a race to murder some guy
the gang that wins gets bonus street cred
Eh. It was okay. My friend made the pregens. And ran a game with them.
From memory (its been like a year since we played it).
Iirc: There were severe balance problems between the usefulness of the stats when we played it, despite them being priced the same.
He brought it up with the main designer along with several proposed foxes and tebalancing ideas to make them equally good, but the dev apparently didnt see that as a problemand had no interest in fixing it, and shortly thereafter then we all lost interest.
It made for a neat idea and a fun-ish no real consequences oneshot.
Ive played better games, but it was okay.
I don't recall the exact proposed changes, but I will say in my defense that I'm not going to make sweeping changes to the rules unless the proposed changes are thoroughly tested and vetted.
...
Eh. its your game, do what you want with it. I'm just stating my experiences playing that game.
As for what the proposed changes were, there were a few different ideas we came up with.
Repricing them based on their usefulness in the game, a different list of attributes that were more equally balanced, or extra stuff that the attributes could do, again, in an effort to even them out.
It wasnt a "these specific changes need to be made", it was a "this is a problem. Hopefully you can do something about it, here are some hypothetical approaches, we've done a bunch of math balancing, and they should all be more balanced than the current attributes".
I remember noting during play how useless some attributes are in comparison to others. The whole group was having the same issue.
When he said he was going to bring up our playtest results and wanted some ideas to give you for potential fixes, I helped him come up with them.
A while later he said you weren't interested and you liked things the way they were. Whether you used the potential fixes we came up with was unimportant, really. All it really comes down to is that some of your attributes are really crap in comparison to others (but they cost the same). Massive differences in how valuable they are.
We could have either played it with a bunch of houserules to fix it, or just played something else, and we ended up choosing the latter.
Tl:dr; In my experience VeloCity has some neat ideas and an interesting core mechanic, but the character options are poorly balanced and poorly thought out. If the game has changed significantly in the past year that may no longer be the case.