<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: A Review of Corporation RPG: Fast, Brutal, and GM Friendly</title>
	<atom:link href="http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly</link>
	<description>The Game Mastering Blog</description>
	<lastBuildDate>Sat, 11 Feb 2012 00:00:43 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly/comment-page-1#comment-5198</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Sun, 12 Apr 2009 12:45:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3072#comment-5198</guid>
		<description>Wink and grin aside...

I would say that mechanically this game is much more elegant than Shadowrun, and requires far less dice.  

Setting-wise, Shadowrun and Cyberpunk are direct products of the 1980&#039;s cyberpunk movement.  Their settings come directly from the writings of Gibson, Sterling and others.

The world of Corporation is not as Cyberpunk as CP2020.  While it incorporates cyberpunk elements, I don&#039;t think I would classify it as a cyberpunk game.  One of the hallmarks of most cyberpunk writings and RPG&#039;s is their near-future setting. Corporation is a far future game, that has cyberpunk elements, in as much that it was created after the Cyberpunk movement.  I would say that Corporation is more post-cyberpunk.  Intentionally or not, the world of Corporation has far more in common with the writings of Richard K. Morgan, and Chris Moriarty, than Gibson or Sterling.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5198&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Wink and grin aside&#8230;</p>
<p>I would say that mechanically this game is much more elegant than Shadowrun, and requires far less dice.  </p>
<p>Setting-wise, Shadowrun and Cyberpunk are direct products of the 1980&#8242;s cyberpunk movement.  Their settings come directly from the writings of Gibson, Sterling and others.</p>
<p>The world of Corporation is not as Cyberpunk as CP2020.  While it incorporates cyberpunk elements, I don&#8217;t think I would classify it as a cyberpunk game.  One of the hallmarks of most cyberpunk writings and RPG&#8217;s is their near-future setting. Corporation is a far future game, that has cyberpunk elements, in as much that it was created after the Cyberpunk movement.  I would say that Corporation is more post-cyberpunk.  Intentionally or not, the world of Corporation has far more in common with the writings of Richard K. Morgan, and Chris Moriarty, than Gibson or Sterling.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('5198','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grungydan</title>
		<link>http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly/comment-page-1#comment-5187</link>
		<dc:creator>Grungydan</dc:creator>
		<pubDate>Fri, 10 Apr 2009 03:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3072#comment-5187</guid>
		<description>Sooooo, it&#039;s a Shadowrun clone minus the Tolkien races?  Or a revamp of Cyberpunk minus a little 80s angst?

I *might* have some idea as to why we&#039;ve never heard of this game. ;-)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5187&#039;,&#039;Grungydan&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Sooooo, it&#8217;s a Shadowrun clone minus the Tolkien races?  Or a revamp of Cyberpunk minus a little 80s angst?</p>
<p>I *might* have some idea as to why we&#8217;ve never heard of this game. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('5187','Grungydan'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly/comment-page-1#comment-5186</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Thu, 09 Apr 2009 20:45:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3072#comment-5186</guid>
		<description>&lt;a href=&#039;#comment-5185&#039; rel=&quot;nofollow&quot;&gt;@BryanB&lt;/a&gt; 
The Psionics system fits into the game mechanics well.  The powers are treated the same as skills, during character creation and advancement.  You need the training (feat) Telepathic Training to have access to the Telepathic skills.  

With the Psi system being the same as the skill system, the GM has a lot of flexibility for calling for rolls.  

They fit will with the setting and the powers available work fine within the setting.  It does not feel like someone patched in some magic-substitute, but rather added some powers to make players even more kick-ass.

Have a blade launcher is cool, but being able to summon a Psionic Sword is even cooler.  

The one downside, as I mentioned above, is that there feels like there should be more Psionic powers.  There is some player created Psi powers on the Brutal Games website, but hopefully Brutal Games will release either a Telepathics book, or a chapter dedicated to more Psionic powers in a future supplement.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5186&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5185' rel="nofollow">@BryanB</a><br />
The Psionics system fits into the game mechanics well.  The powers are treated the same as skills, during character creation and advancement.  You need the training (feat) Telepathic Training to have access to the Telepathic skills.  </p>
<p>With the Psi system being the same as the skill system, the GM has a lot of flexibility for calling for rolls.  </p>
<p>They fit will with the setting and the powers available work fine within the setting.  It does not feel like someone patched in some magic-substitute, but rather added some powers to make players even more kick-ass.</p>
<p>Have a blade launcher is cool, but being able to summon a Psionic Sword is even cooler.  </p>
<p>The one downside, as I mentioned above, is that there feels like there should be more Psionic powers.  There is some player created Psi powers on the Brutal Games website, but hopefully Brutal Games will release either a Telepathics book, or a chapter dedicated to more Psionic powers in a future supplement.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('5186','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly/comment-page-1#comment-5185</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Thu, 09 Apr 2009 20:16:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3072#comment-5185</guid>
		<description>&lt;a href=&#039;#comment-5183&#039; rel=&quot;nofollow&quot;&gt;@DNAphil&lt;/a&gt; - What is your take on the Psionics system? Does it mesh well with the core mechanics or does it seem hastily tacked on with a separate sub-system? Does it feel just like an excuse for &quot;magic&quot; being added to a futuristic setting or is it much deeper than that?

Thanks.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5185&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5183' rel="nofollow">@DNAphil</a> &#8211; What is your take on the Psionics system? Does it mesh well with the core mechanics or does it seem hastily tacked on with a separate sub-system? Does it feel just like an excuse for &#8220;magic&#8221; being added to a futuristic setting or is it much deeper than that?</p>
<p>Thanks.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('5185','BryanB'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly/comment-page-1#comment-5183</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Thu, 09 Apr 2009 17:34:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3072#comment-5183</guid>
		<description>&lt;a href=&#039;#comment-5181&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - 

One Stat... I don&#039;t think so.  One of the things I liked in the mechanics is that you use one stat for combat.  Physical combat uses the Agility attribute, and ranged uses Perception.  The system also has combat skills for all the major weapon types:  Close Combat, Light firearms, Tactical Weapons, Support Weapons, etc.  So being good at Tactical Weapons does not mean you can pick up any weapons and be a combat machine; just tactical weapons.

Campaign World-- The world is detailed enough for a novice GM to pick up the game and start running it.  What is nice is that it is open enough to accept any GM putting their on spin and adding their own details to it. The GM chapter does a good job about laying out a typical adventure structure.  

Supplements-- Right now there are not any published supplements, so the game is playable with just the core book.  There are two supplements coming out between now and the summer.  The first is a Settings Book, that will detail a region of the world, that a campaign can be set in.  The second book, is going to be an equipment book.  That said, everything you need to get started you can find in the core rules.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5183&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5181' rel="nofollow">@Scott Martin</a> &#8211; </p>
<p>One Stat&#8230; I don&#8217;t think so.  One of the things I liked in the mechanics is that you use one stat for combat.  Physical combat uses the Agility attribute, and ranged uses Perception.  The system also has combat skills for all the major weapon types:  Close Combat, Light firearms, Tactical Weapons, Support Weapons, etc.  So being good at Tactical Weapons does not mean you can pick up any weapons and be a combat machine; just tactical weapons.</p>
<p>Campaign World&#8211; The world is detailed enough for a novice GM to pick up the game and start running it.  What is nice is that it is open enough to accept any GM putting their on spin and adding their own details to it. The GM chapter does a good job about laying out a typical adventure structure.  </p>
<p>Supplements&#8211; Right now there are not any published supplements, so the game is playable with just the core book.  There are two supplements coming out between now and the summer.  The first is a Settings Book, that will detail a region of the world, that a campaign can be set in.  The second book, is going to be an equipment book.  That said, everything you need to get started you can find in the core rules.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('5183','DNAphil'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/reviews/a-review-of-corporation-rpg-fast-brutal-and-gm-friendly/comment-page-1#comment-5181</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Thu, 09 Apr 2009 15:50:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3072#comment-5181</guid>
		<description>Any thoughts on if there&#039;s &quot;one stat to rule them all&quot;, or if a balance of stats works out better? For many rules light systems, that&#039;s one issue that trips them up.

It sounds like the book does a good job of sketching the world, but that there&#039;s a lot of details that had to be skimmed over. Could you run the game as is, and would it take an experienced GM to smooth over the thin spots? Are any of the supplements required, or are they all just extensions of ideas and stats?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5181&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Any thoughts on if there&#8217;s &#8220;one stat to rule them all&#8221;, or if a balance of stats works out better? For many rules light systems, that&#8217;s one issue that trips them up.</p>
<p>It sounds like the book does a good job of sketching the world, but that there&#8217;s a lot of details that had to be skimmed over. Could you run the game as is, and would it take an experienced GM to smooth over the thin spots? Are any of the supplements required, or are they all just extensions of ideas and stats?
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('5181','Scott Martin'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
</channel>
</rss>

