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Weekly RPG session
I'm trying to convince Bad Mojo, LouZiffer, and others to start up a weekly RPG. Not sure what we'll be playing... though I know it won't be the unfinished RPS-Squared. ;) Likely it'll be something science-fiction based. We have Heavy Gear and Jovian Chronicles source books, but since we have several beginners among our possible players, the focus on both character rules and tactical mech rules might be a little too much to start with. I really don't care that much what it is we play, it's the interaction that really makes role-playing. Well, except that I definitely don't want to play anything White Wolf. Gah, their system is just so horrible.
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Max Payne
Max Payne. The one thing really missing from it is penetration. I mean bullet penetration, you perv. You know, bullets passing through walls or chairs or other things like that. A rifle bullet can go through a hollow wooden door like a hot knife through butter. And those cubicle walls are like tissue paper. There were a number of times while playing the game where it would have been handy, and very appropriate, to be able to shoot an enemy through some sort of obstacle. Alas, it was not to be.
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Fallout Tactics
Okay, I finally beat Fallout Tactics today. I played it on "continuous turn-based" and the "hard" difficulty, so I may have had a tougher go at it than some other people.

It's a great game, though there are some things that really confuse me about it. It has a nice variety of weapons, though several of them are already obsolete when you find them. I was thrilled to find the Tommy Gun because I thought I'd finally be able to use the .45 ammo I'd been hoarding, but it was junk compared to the gobs of other automatics I'd found up to that point (like the Steyr or Ruger AC556). Same thing applies to the Browning Automatic Rifle. Another thing: Early on your snipers depend heavily on the Hunting Rifle. When I found the M16A1 I thought I'd be able to finally replace it, because the M16A1 listed higher damage and better range in single-shot mode, but my players actually had worse chance to hit with it. Apparently there may be some factors built into the weapons that aren't listed when you examine them. The other thing that bothered me was the fact that a vehicle you drive to a mission isn't available in the mission. This means that your equipment is limited to what you carry, and the items you scavenge are also limtied to what you carry. And scavenging is too important to neglect.

My suggestions to anyone playing the game: diversify your skills. Weapon skills are of course vital, but first aid, doctor, sneak, bartering, repair, science, and lockpick are terribly important to getting through the game. Skill at throwing, gambling, and outdoorsman will make your life a whoooole lot easier.

Don't ignore your Big Guns and Energy Weapons skills. Though these kinds of weapons aren't available until later on in the game, they'll be very important to you because your enemies are increasingly tougher and better armored. Energy weapons will be key to defeating robots because the other weapons simply don't have the penetration you'll need... except for the Gauss weapons, which you won't find until near the end of the game. They use the Small Arms skill (or Big Guns skill for the Gauss Minigun) and even though they aren't as good as energy weapons, they do let you ignore the Energy Weapons skill on some characters while still making use of them. The .50 cal machineguns are amazing death-dealers, if you've got the 9 strength necessary to use them.

You'll definitely need to scavenge in order to get the stuff you need. Though it may not seem as important after the very beginning, since the Brotherhood only sells stuff after you find it, later on you'll need to buy your own Power Armor with the cash you get from selling junk. Even though you don't usually get your vehicle in the mission with you, you can still gather everything on a level by doing the following: after you've accomplished all of the objectives, leave one of your party in the exit zone and be sure to keep the rest of the group out of it. The remaining characters can then collect the equipment from the level and bring it back to the one person in the exit zone (be careful that at least some of your characters stay out of the exit zone when transferring equipment). That one "mule" will quickly become encumbered and immobile, but that's okay because you'll still be able to return to the bunker. Once you've cleaned out the level, have everyone step into the exit zone. Back at the bunker, have your characters run equipment back and forth to quartermaster (or just dump it all into your vehicle if you have one). Take everything you can because in later levels you'll really be strapped for cash (power armor and 2mm EC ammo are expensive!).

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Fallout Tactics and... THE HUNGER
I played the Fallout Tactics demo today and now... and now... I can... I can feel it. Building up inside of me. THE HUNGER! I can feel it building! Like a swirling empty vortex burrowing into the pit of my soul. THE HUNGER FOR MORE FALLOUT PLAYING! Good thing I loaned out my Fallout 1 and 2 games, or I'd probably never finish the Night's Edge beta!
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