Editing SGA 2003 Archive

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; Recaps
 
; Recaps
: '''Alan:''' We buckled some swashes I think. I can't remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don't want to give away details of the plot - because I'd like to run it again for people on this list - so please forgive a the lack of detailed narrative. I'll try to capture a few instances though. I can see where the game would give the impression that swashbuckler won't work - the combat system, by itself is sudden and bloody. But if you haven't role-played the Spiritual Attributes, you haven't seen the heart of the game.
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: '''Alan:''' We buckled some swashes I think. I can't remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don't want to give away details of the plot - because I'd like to run it again for people on this list - so please forgive a the lack of detailed narrative. I'll try to capture a few instances though.
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Jeff, I think I read that you've tried out a few trial combats, but haven't role-played an actual session. I can see where the game would give the impression that swashbuckler won't work - the combat system, by itself is sudden and bloody. But if you haven't role-played the Spiritual Attributes, you haven't seen the heart of the game.
  
 
:SA's are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character's abilities.
 
:SA's are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character's abilities.

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