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=Pax Draconis= ; Game System : [http://www.paxdraconis.com/ Pax Draconis] ; Pitch : ; Game Master : Justin Dagna ; Players : Wilhelm, Alan, Sally ; Characters : Courier - A "fixer" in cyberpunk terms (Wilhelm); Savant - A "psion" of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan) ; Date : February 10, 2003 ; Technical Notes : ; Recaps : '''Wilhelm:''' The scenario was the now classic "shady people need to figure out how to break into dubious building and steal macguffin" of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, ''Pax Draconis'' tries to provide as much "realism" as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he's succeed pretty well. : Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an "interrupt" action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers. My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to "pull them selves together" to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot. Reminds me a little of Twilight 2000, portraying the idea the most people aren't going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :) : It was interesting to play Pax Draconis right on the heels of reading Ron Edward's essay on Simulationism over at the Forge. I'd say ''Pax Draconis'' perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game. ; Player Thoughts : ; Additional GM Thoughts :
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