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So, what has you interested in Medge?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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What has you interested in Medge? (primarily)
The Ruleset
The Setting, and its potential for stories
The Setting, but not for its story potential
The Miniatures
Other (plz comment)

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Made in gb
The Last Chancer Who Survived




United Kingdom

So. I'm bored, and on the edge of selling off some other wargaming stuff. But Medge is getting me interested. For me, it's the setting. While I don't properly identify with the factions currently represented, the idea that I could play off some Karists as a bunch of opportunistic pirates pretending to be Karists for kicks gives me a smile.
   
Made in nl
Sure Shot Scarecrow Sniper






What got me into the Kickstarter was the idea that 'these guys are doing the right things', basically addressing a lot of small frustrations I have with... some other Hobby company - both ruleswise and... mindset-wise? Two big things helped get me across the line: the focus on creating a game and background as a whole, and the fact 20-30 models gets you in. It also helped that the actual product was already done or being finished at the time. So yeah, a combination of things .
What has me interested now is the way MEdge prompted me to get two forces and a table full of terrain actually completely done and painted (that's new for me ). Then there's lots of cool stuff to look forward to!

   
Made in us
Longtime Dakkanaut




Our group tried this and Gates of Antares a few times each as we were on the fence for both and wanted to pick. The result was we picked neither.

What attracted me to this game was the stat cards. Im a sucker for unit cards as if its done right should have all the info you need on it so your not flipping through a book 50 times from rules to units to rules etc.

Over all the game plays pretty easy which we liked. Melee was horribly done though, as its a lot of adding then dividing. They could have just put your melee stat on the card but I was told by the makers that it could change on a guy or two so they didn't put it on. *shrug*

Factions are very limited along with model count. That's also the main reason we decided to skip it.

Did we like it? Yea over all it flows good and was a lot faster then gates, but its not a game I would put money into right now
   
Made in nl
Sure Shot Scarecrow Sniper






Melee was horribly done though, as its a lot of adding then dividing.

Just to clarify, is it melee weapons you find badly done (i.e. the weapons for which you need to calculate a characteristic), or the 'melee phase' (i.e. CQ fighting, not necessarily with melee weapons)?

Also:
What attracted me to this game was the stat cards. Im a sucker for unit cards as if its done right should have all the info you need on it so your not flipping through a book 50 times from rules to units to rules etc.

Did the cards work for you, or would you change their layout/content?

This message was edited 2 times. Last update was at 2016/05/10 12:51:10


   
Made in us
Longtime Dakkanaut




Calculating your melee score/stat or whatever it was. That really put off the whole group from wanting to play once we got to that part.

Its like your speed plus size plus something divided by two or a weird calculation like that. It could have been done on the cards as another stat but the one priest has variable stats (and in that case he could have had them all printed on card IMO)


I liked the cards. I mean personally, id fit their weapon stats on the cards even if it made them bigger but that's a personal preference. Anything to make looking at multiple sheets less, is best.

Special abilities and what they do is also a big plus if that could be put on the cards. Many of the cards have tons of blank space for it. Again less looking in book is better.

I like to compare them to the Malifaux cards. Everything you need is right there, never need to go to the book. You go to the book for gameplay rules, not model rules 99% of the time

You could remove the Unit options and put weapons and special ability rules there. Unit options are a book thing, as you use a book most of the time to build your army, which is fine.
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

str00dles1 wrote:
Calculating your melee score/stat or whatever it was. That really put off the whole group from wanting to play once we got to that part.

Its like your speed plus size plus something divided by two or a weird calculation like that. It could have been done on the cards as another stat but the one priest has variable stats (and in that case he could have had them all printed on card IMO)


Thanks for the feedback!

I've said it already in another thread, but converting the # of melee Shots into an actual model characteristic is top of my list of things to improve/change whenever we are able to do a v2 of the rules. There are reasons why it ended up the way it did (I talked about it previously), but obviously its enough to put some people off the game and that's enough reason to change it right there.


I liked the cards. I mean personally, id fit their weapon stats on the cards even if it made them bigger but that's a personal preference. Anything to make looking at multiple sheets less, is best.

Special abilities and what they do is also a big plus if that could be put on the cards. Many of the cards have tons of blank space for it. Again less looking in book is better.

I like to compare them to the Malifaux cards. Everything you need is right there, never need to go to the book. You go to the book for gameplay rules, not model rules 99% of the time

You could remove the Unit options and put weapons and special ability rules there. Unit options are a book thing, as you use a book most of the time to build your army, which is fine.


When we started the project, my dream was to have the model's characteristics, weapon stats & special rules on their card. However, when trying to make that actually happen, I quickly realized it just wasn't possible without using some kind of larger cards, and that's a whole other cost issue (standard cards are much cheaper/easier to get made).

In the case of Malifaux, you're talking about a card representing a single model. We were trying to fit an entire unit's worth of rules onto the card, and the game allows for customization of weapons within the unit similar to 40k, so that made things really difficult.

Most models have a ranged weapon, a pistol, and in some cases one or more grenades. Then, some models in the unit can upgrade to 'special' type weapons (like a grenade launcher, etc). The first revision we tried was to put just the unit's 'standard' weapon profiles on the unit card, but it quickly became apparent that once you didn't have the weapon profiles for *any* weapons that the unit could take on their card, that meant you already were going to need to have a separate weapon summary page, so at that point it just makes more sense to move *all* the weapon profiles onto a weapon summary page.

When it came to whether or not to put the unit's special abilities onto their card or not, a similar issue arose. Yes, we could have removed the army list building functions from the cards and instead made the card back a place for the unit's special abilities, but the fact is, with this being a brand new game, people are going to want/need a general ability summary for what everything does. And once players are resigned to having such a cheat sheet for their faction's abilities, why not move a unit's particular abilities onto that same summary so they're all in one place?

I know it is absolutely not an ideal situation, but I do think its the best one that can be done for this particular type of game. There's a reason that 40k, for example, doesn't do unit cards, and I don't think its because GW doesn't want to make them (because anything they can sell, I think they would!). Instead, its just that there are so many variables for each unit that there simply isn't a way to fit all the stats for all the weapons and all the special rule text in such a small space.


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Made in us
Longtime Dakkanaut







str00dles1 wrote:

I like to compare them to the Malifaux cards. Everything you need is right there, never need to go to the book. You go to the book for gameplay rules, not model rules 99% of the time

You could remove the Unit options and put weapons and special ability rules there. Unit options are a book thing, as you use a book most of the time to build your army, which is fine.


Just to both disagree and agree with you about the Malifaux thing, not everything that's relevant to the model is on the card. There's a page or two of standard actions that a model can take, and I know my personal experience is that those standard actions are sometimes easy to forget about for new players because everything else is on the cards.

Almost all of the games that I've seen that have model information self contained on cards end up doing one of a few different things:
1. Models get no options. If you want something different, find a different model. This is the Warmachine/Hordes approach.
2. If you want an option, that option is going to be on a separate card. This is the Malifaux approach, and pretty much the board game approach.
3. Write a program to dynamically generate reference pages for your chosen option. Or hand craft the configuration specific reference pages. This is basically what 40k players end up doing. And what Infinity went straight to doing instead of option #1 or option #2.

I haven't had a chance to try it out yet, but if you'll accept option #3 (software generated references) you could try this thread: http://www.dakkadakka.com/dakkaforum/posts/list/677238.page

This message was edited 2 times. Last update was at 2016/05/13 05:06:51


 
   
Made in us
Longtime Dakkanaut




Thanks for the reply yackface.

Its good to know the melee shots will be changed at some point.

Overall, our group liked this more then Gates of Antares, but some things were off putting as mentioned. And once the other two factions come out there might be a interest in trying it again

Thanks for reasoning on the cards. It helps me understand your process, and even though I don't agree and prefer it the other way its good to know.

Realistically, I could just load the cards into paint.net and delete options then fill the back with the info id like but that's time/effort I don't have
   
 
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