RPGs day 5: Millennium's End v2.0
May. 24th, 2020 10:52 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
RPGs day 5: Millennium's End v2.0
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day 5: Millennium's End v2.0

Well, they can't all be winners.
Giao was looking for players, and I was overcome by the sudden wealth of gaming opportunities, so I said "sure". Not the wisest choice I ever made.
Millennium's End was a game of corporate espionage, written in the early nineties and set in 1999-2000. It was mostly notable for its incredibly detailed firefight rules, including transparent silhouettes so you could work out exactly where you'd been hit by gunfire. One of its most significant supplements was titled "Ultramodern Firearms." You really got a sense of what the designer considered important in game design, which was "how easily can you headshot guys from this range with this weapon."
The campaign petered out after four or five sessions, from a combination of clunky rules and players who were really, really bad at being spies. ("The bad guys got here before us and are in this building! Let's... slash their tires! That'll teach them!") I learned some valuable lessons, though, such as "I really don't get on well with rules-heavy systems" and "maybe take a look at the rulebook before agreeing to join a game."
Via James Nicoll, my first ten tabletop RPGs in ten days, in the order in which I encountered them. Day 5: Millennium's End v2.0

Well, they can't all be winners.
Giao was looking for players, and I was overcome by the sudden wealth of gaming opportunities, so I said "sure". Not the wisest choice I ever made.
Millennium's End was a game of corporate espionage, written in the early nineties and set in 1999-2000. It was mostly notable for its incredibly detailed firefight rules, including transparent silhouettes so you could work out exactly where you'd been hit by gunfire. One of its most significant supplements was titled "Ultramodern Firearms." You really got a sense of what the designer considered important in game design, which was "how easily can you headshot guys from this range with this weapon."
The campaign petered out after four or five sessions, from a combination of clunky rules and players who were really, really bad at being spies. ("The bad guys got here before us and are in this building! Let's... slash their tires! That'll teach them!") I learned some valuable lessons, though, such as "I really don't get on well with rules-heavy systems" and "maybe take a look at the rulebook before agreeing to join a game."