My main thought: the gameplay relies on the mission board. It is on one hand a nice idea to have an expandable product, but on the other if the game is supposed to resemble a Shadowrun RPG session so much, why not just play the RPG?

It could be a good testing ground for creating some simpler rules. Or another rules & power creep bog as with main rules and additional books.

As long as CGL doesn’t “argle bargle” again, of course.
But maybe it could scratch the itch on evenings when for some reason you can’t play?

Yeah, I’m conflicted

  • brennor@kbin.social
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    2 years ago

    I agree that Takedown resembles playing an RPG, not quite the same nor as in depth, but still get some of the feel.

    One thisg I’ve found with it so far is that I’ve gotten people to play Takedown when they aren’t interested in playing RPG. I’m going to attempt to use it as a backdoor to get more people into playing the RPG, but if that’s the approach I have to take to get my Shadowrun fix in, I’m taking it.

    • INeedMana@lemmy.worldOP
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      2 years ago

      Does it feel more tactical, resource planning, or like narration based system? From what I saw in the yt (I admittedly did not view the whole thing) it seems that a lot of emphasis is on movement and “Worker Placement with Dice Workers”.

      Wait, so It’s not something new? Or is it similar to Sprawl Ops?

      • brennor@kbin.social
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        2 years ago

        Takedown feels more tactical to me than Sprawl Ops. There is a little bit of overlap with Sprawl Ops, but that game puts you more in the role of a fixer as opposed to a runner – at least it feels that way to me. Takedown feels a bit closer to RPG with minis on a map to me.