Samuel Penn wrote: > On Monday 22 September 2003 16:05, James Jensen wrote: > > >>The basic mechanics are diceless, and are built around red and white >>stones that you move around on your character sheet (known as a >>Character Action Display, or "CAD" for short). The most basic rule is >>that three red stones equals one white stone. > > > Does this actually give any advantage over dice? Are the stones > actual physical tokens which regularly move about the character > sheet, or are they like the 'pips' in Storyteller which are just > another (slower) way of writing down a number? > They're physical tokens. The whole point is to make it more comic book-ish. See below. > We normally lounge around on sofas while roleplaying, and having > to keep the character sheets flat whilst marking things with tokens > would be somewhat hard. > My group does the same thing. > >>Time is measured in Pages and Panels. > > > Presumably to represent a comic book layout. > Yeah - the whole game is based around comic book superheroism. But for games of that genre, it looks like a really nice way to keep track of turns. And, IMHO, there seems to be a lot to be said for the comic book genre. If one is going for a more TV- or movie-like superhero game, there's no reason not to use a diced system and a normal time-keeping system (though with the new Hulk movie, the lines between comics and cinema are a little blurred). > > Anyway, a good review. > Thanks! -J. Jensen