Tuesday, March 12, 2024

The Index Card RPG Master Edition

 


I have seen this one discussed online for a while now and I finally decided to take a look. The short version is that it's a lighter d20-based RPG that I suspect gets used as a set of mods for other games at least as much as it gets played on its own. It is very focused on 5E-style d20 mechanics.


The book itself is a smaller-format hardcover that's almost 400 pages long and has a couple of those sewn-in bookmarks we're all coming to know and love.  The interior is black and white with a splash of red here and there. The art style used for the illustrations here works really well with the black and white approach.

  •  The actual rules take up a little over 100 pages. This is divided into a basics chapter that introduces the core game mechanics, a section for players on creating characters, then a GM section on running the game. 
  • This is followed by a monster section that covers a decent range of critter types in its 30 pages
  • The next section is one of the more interesting parts of the book where it covers 5 settings that can be used with the game.

    • Alfheim is a fantasy setting and is the most detailed setting of the bunch. Assume standard fantasy type tropes with a few tweaks. There's a big war going on so it's not as static as some fantasy worlds can feel.
    • Warp Shell is a science fiction setting that blurs into magic in some ways, centered around giant living ships the PC's will be using (the "warp shells" in the title)
    • Ghost Mountain is an interesting concept that I will sum up as "what if Purgatory looked a lot like Deadlands".
    • Vigilante City is a gritty superhero setting which has been sold as its own system (part of the Survive This! series from Bloat games) but I like this version better than the original.
    • Blood and Snow is an ice age fantasy game that's more survival level than high fantasy. Weather and terrain are more important factors here than in a typical D&D type game and monsters are mainly normal prehistoric creatures. It's interesting and different and a nice addition to the mix of options.

      All of these take up 20-40 pages each and include a lot of material on the setting, character types, some relevant gear, and feel like an actual usable setting for a game. In a long-running campaign you would eventually have to flesh out some areas I am sure, but there is plenty here to begin and run for a short to medium campaign.

  • Next is the magic chapter which is useful in most of the settings mentioned above. Magic is less of a sure thing here than in D&D with more die rolls and options for bad things to happen under certain conditions.
  • Finally we wrap up with a section of random tables for use in prep or in play - loot, monster characteristics, etc. much of it divided up by setting.
So it's a pretty solid one-volume guide for running potentially several different RPG games using the same base mechanics. So what are the mechanics? 

The ICRPG character sheet

First, it's the same six stats that D&D and most d20/OSR games use: Str/Dex/Con/Int/Wis/Cha. It does do away with the "score" and just uses the modifier. It's not new but it's the less-taken approach even now. You start with 6 points and can distribute them however you wish and 1 point = +1 bonus with that stat. 

Checks are made with a d20 + relevant stat modifier vs. a target number determined by the DM and higher is better. There are not a bunch of modifiers beyond this. The idea is that circumstances could make the situation Easy or Hard which would a -3/+3 to the target number. That's it, really. There is no skill system here - it is strictly ability scores and then powers in some settings.


The other part of this game's approach is the expansion of the damage mechanic to cover many other situations with "Effort". Here the concept is that after rolling a Check, say trying to repair something, you would then roll another die to determine how much you accomplished, much like the hit roll/damage roll we are all familiar with from D&D etc. The most basic effort uses a d4, weapons or tolls give a d6, Guns use a d8, Magic/Energy effects or weapons use a d10, and an Ultimate uses a d12. This Ultimate status might come from a power or from a natural 20 on your Attempt check and it is added on to whatever other Effort die you are using. Basically anything that is not a simple pass/fail type of task uses this system. Something like a skill challenge from 4E D&D would be resolved this way. 

The final part of this task resolution system is Hearts. The amount of Effort required to accomplish something - and monster hit points - are rated in Hearts which are 10 hit points each. This is a very videogamey reference point but it works within the context of the game. Much is made of this saving time by not fiddling with monsters having 10-11-12-13 hp and everyone just having 10 or 20 or 30 or whatever multiple of 10 you use and that's fine - I would not call it revolutionary but it does keep things simpler, especially when you expand the mechanic to cover all of these other types of tasks beyond beating a monster into unconsciousness. Characters begin with 1 Heart by the way, and can gain more as they advance. 

Characters defined by the stats mentioned above along with a race (Life Form) that influences stats and background, and then a class (Type) that gives certain abilities from the start and along the way as well as some starting gear to keep things simple. I'd say there are enough choices here to make it interesting. There is an additional set of "Mastery" abilities that once chooses after rolling enough natural 20's that ties back to the character's starting ability and makes it stronger and others can be chosen after that initial accomplishment.


Overall if I'm comparing it to something else it's on the level of The Black Hack and similar games - lot's of lighter mechanics, lots of aiming to speed up play and less need to consult the book on how to resolve things. I appreciate the goals and if your group is not terribly concerned with crunchiness in their rules this is a game worth looking over. I think it may find it's highest and best use as a set of add-ons or modular replacements for a 5th Edition D&D game as that is clearly where it is coming from. 

For example, ranges are not measured in feet or squares but as Close, Near, or Far - or Out of Range. The hassle of counting movement speeds and weapon or spell ranges seems to be an issue for some people and this game presents one way to let that go. Other RPGs use a similar system and this one looks like it should work well within these rules and could be dropped in with some minor effort I would say to d20 style games. 

I really like the overall approach, the art style, and in particular the Vigilante City setting has a lot of potential.

As an example of its adaptability I've been reading these rules while also ploughing through Mechwarrior 3rd Edition/the Classic Battletech RPG which is an exercise in extreme detail. After our initial run-through of my starting scenario I'm going to work up a set of ICRPG setting type rules and see if those could work because the real focus of that campaign is in-cockpit mech fighting where we use the Battletech rules for the majority of the time. For out-of-cockpit time I'd like something that flows a little easier. I was considering Savage Worlds - and I still am - but I think the ICRPG would be an interesting approach as well. The lack of a skill system is an obstacle but perhaps not an insurmountable one. More to come there.  

Friday, February 23, 2024

40K Friday: Terminators

 


Short and sweet this week: I'm working on the new style terminator marines. I acquired some in the Leviathan set and I picked up a couple of the full multi-part boxes. This is probably overkill but I really wanted to be able to field a 10-man squad with all weapon options for my Crimson Fists and to do that I needed extra bodies because I didn't feel like magnetizing these.

Also the Leviathan single-pose squad only comes with the sword option for the sergeant and termies can now take fists on their sergeants - at last! - and being the Crimson Fists I pretty much put power fists on all of my sergeants - tac squads, intercessor squads, assault squads ... wherever it is allowed that's what they have. This means one helmeted sarge and one un-helmeted sarge to allow for two 5-man units or one 10-man unit as needed. 

So that is the primary objective.

With whatever is left I intend to build out a squad for the Black Templars who are my next big marine-army project. I should have two sergeants with swords (thematic for the Templars) and a pair of extra assault cannons so that's where it will start. Longer term flamers are going to be a big part of my Templar force so I will likely add that option as well once I dig in.




Monday, February 5, 2024

February Battletech

 

After laying dormant for at least a decade Battletech has been poking its head up regularly for the last few years and it did so again over the weekend. With schedule conflicts interrupting the RPG plans the night was open so we went with b-tech for me. Paladin Steve, and his son Apprentice P-Hawk ... because he always take a Phoenix Hawk. 

We agreed on 140 tons as a limit and ended up with Steve taking a Battlemaster and a Hatchetman while I took a Thunderbolt and a Crusader and Apprentice PH took a Phoenix Hawk (of course), a Warhammer, and a Wasp. This was a 3025 fight as it's just simpler than adding in all the Clan-era stuff to a small one-off fight. The battle took place on two mapboards. 

We played 7 turns and it was all fairly evenly matched though Some high points:

  • Apprentice PH ran his PH out far enough that he took a lot of fire early. He did manage to back off so it survived until the end - unlike prior battles he has played.
  • Having 3 mechs did give him an advantage as far as the initiative sequence goes because it's mech-by-mech and so we will avoid that next time. 
  • For the first time in a long time we had two attempts at Death-From-Above. Neither of them connected but the miss damage didn't cripple anyone so it came out alright.
  • We used some nifty markers I picked up online that indicate modifiers for movement for each mech and they did help a lot with running multiple mechs and I can see them helping even more as we escalate things. 
  • The last turn saw some real craziness...
    • My Crusader finally tagged the Warhammer with both LRM-15s and one cluster managed to punch through and score a crit on his SRM ammo and blew him off of the board!
    • Paladin Steve's Battlemaster tagged the Phoenix Hawk in the head - the second head shot on him - and knocked the pilot out!
    • Then Steve's Hatchetman chopped into the Wasp and blew up -his- SRM ammo, leaving Apprentice PH with two exploded mech and one still standing with an unconscious pilot! It was the most amazing single turn we've had in years. 
Handy - You can find these on Amazon and eBay and probably other places. 

The P-Hawk and the Warhammer were early favorites for many of us so it was a lot of fun to see the teenager picking those two right away. We could have played this battle in the mid to late 80's with these same mechs and that's a deliberate choice on my part to keep it simple and indulge in a little nostalgia as well. Putting some more hours on these miniatures I painted back in the 80's & 90's is a lot of fun too. 

There has been some talk about running a Mechwarrior campaign for a while now and playing again really woke that up for me. I spent some time last year looking at some different modern to SF RPG systems to find one I thought would work well with it but I have yet to find one I like and think is a great fit. It would probably be Savage Worlds at this point if I was picking today. But, I have come around to just running MW 3rd edition straight-up, allowing us to plug into all of those house supplements for character details. I'm really leaning towards using it for the opening stages of a campaign and determining if it works for us well enough to use it for the rest of the way. More to come on this for sure.

Thursday, January 25, 2024

Green Ronin's Valiant Adventures RPG Kickstarter - Uses M&M

 


So this is similar to what GR did with DC Adventures years ago - a specific-universe game using M&M rules. That seems like a good idea for me and might bring some additional attention to M&M. Here's a link to the Kickstarter.

Looks like they are doing it as 2 books (rulebook + setting book) plus a GM kit at this point which I would say is perfectly legit as an approach. Steve Kenson is the designer so I am confident it will be decent and live up to the "fully compatible with M&M 3E"  statement. They have made their goal now so it's happening for sure. 

I will say I'm not a huge Valiant fan - I've tried to get into some of their books before and it never really took but as an M&M supplement in effect I am interested. It mentions they have access to Valiant's art files so it should like like it's supposed to look as well. 

There is a free quickstart PDF out on GR's Site and DTRPG too - I will review and post something here soon. 




Wednesday, January 10, 2024

Deadlands: The Flood - Things I Could Have Done Better as a GM

I had one last topic I wanted to cover here after running the latest Deadlands campaign to completion - what I could have done better. Anytime I have a campaign wind down I inevitably think of some things I could have done differently - and likely better. Some of this is perspective looking back but sometimes I realize things and try to course-correct while the campaign is still running. 

  • System Mastery - I've been running and playing Savage Worlds to a lesser or greater degree since it was published over 20 years ago. Casually, I know it like the back of my hand. When it comes to certain details though I rely heavily on my players to share their knowledge as things come up in play. I could be better at this and next time I will be.
    • There are some general rules that get tweaked when a new edition comes out like Shaken, the various conditions that can be imposed, or how backlash works, and those tend to catch me the first few times they come up. The chase rules change with every edition and those take a while to re-learn each time. 
    • Edges and Flaws are where a lot of the chrome comes in with this system and they get revised in every edition - sometimes even within a single edition - and more than once I have run a monster or NPC as though one of these worked like it did the "old" way. 
    • Powers are another area that gets tweaked quite a bit. The power itself may not be dramatically different but the extras and options often do and I should really pay more attention to these kinds of details before I start throwing dice with them.  
Lots of good pics from movies and TV out there for a western campaign

  • NPCs - I made an effort to individualize NPCs in this campaign and made sure to have images to show my players for many of them and this campaign was good about having names for almost every NPC one could encounter, but I am not sure many of them really stuck with my players. This is strictly a thing in my head, not something they have mentioned, but I do wonder about it after the fact. Anywhere the party is going to spend a lot of time it would be beneficial to work on more of this in advance.
    • For example, the Shan Fan run has a lot of distinctive NPCs built-in as it's a core part of the storyline here and I think it went pretty well but the Perdition election arc is presented in much less detail and I did not really fill out the townspeople beforehand like I could have done. It would have made for some more memorable characters at least.
    • That said my own award for "unusual NPC of the campaign" goes to Born in a Bowl's severed finger which had a definite personality while it was with the party. Holding a grudge against the character who botched the knife work that created it gave us some humor opportunities that most campaigns don't see.
  • The Setting - Deadlands has some very distinct qualities as a setting, both mechanically and just as a supernatural old west campaign. I think I hit a lot of these in play but I could have done more.
    • I did not emphasize the classic tale-tellin'-to-offset-the-fear-level part of play that figured a lot in old (and in some new) Deadlands adventures. I don't think my players missed it but I could have paid more attention to he fear levels of various areas and made that a bigger part of things. 
    • The Flood in particular is also heavily affected by Famine and I could have played this up more too as it's supposed to permeate the whole region. It was a factor in one of our adventures regarding the only decent ranch in the area, and it did come up in talking about the appeal of Lost Angels food program to the common man, but I don't feel like I made it ever-present as they were traveling through the state. I don't know that the campaign suffered from it really, but it's a part of the flavor of the campaign area that I could have used more frequently.
Those are my take-aways from this one - now on to the next game!

Friday, January 5, 2024

40K Friday - End of Year Tyranids

 


I spent some time leading up to the new year getting more big bugs built and feel pretty good about the progress here  - adding 4 Tyrannofexes and a Tervigon to the swam makes it playable now - granted with a pretty weird force composition - but that's just how it is when you're building the force. 

On these models specifically these are:

  • A Tervigon with crushing claws because I figure it will be surrounded by gaunts most of the time but having some heavy-hitting punch in the middle of that could be useful against another monster or a tank that wades into things.
    Now with 5 of this kit you might ask why I didn't build a second one instead of a 4th 'fex and the answer is that I don't really see myself playing this army for swarms of little bugs, especially to the point that a second Tervigon becomes useful. I'm more Nidzilla-inclined so while I can see taking one to babysit some Termagants I'm not particularly interested in more.
  • 3 Tyrannofexes with rupture cannons because it's the biggest gun in the 'nid army and while points may rise and fall over the course of the edition there will always be some use for a really big gun, probably several really big guns - so I built 3 of them to be sure. 
  • The 4th T-fex has the acid spray because I think a giant flamethrower type weapon could be useful at times too. I did consider magnetizing some of these guys but I decided to just commit to this mix and get them built for now. 
The goal for now is to get the rest of the army built while it's cold out, then spray them once it warms up and start painting them after that. I do have a paint scheme in mind - still needs a test run but I think it will be solid. 

Wednesday, January 3, 2024

Savage Worlds - Deadlands as a Game Setting

 


I wanted to make one more point after wrapping up our campaign and that was to discuss Deadlands as a setting for an RPG because after running these 30+ sessions I am  somewhat unexpectedly - not tired of it. I've thought about why so let's talk about that.

I've been picking up Deadlands books since the game was released in the late 90's - 1st edition, 2nd edition, and multiple Savage Worlds editions. There are a lot of Deadlands books out there with campaign material in them but each edition has done a pretty good job of presenting the whole setting in just one of the core books. It was "The Quick and the Dead" first, then the Marshal's Guide, Then Deadlands Reloaded covered it and added some updates, and now the current "Weird West" book paints a nice broad picture with some more timeline updates and some changes to the past as well. 

The early material had a healthy dose of that popular 90's thing "The Metaplot". In this case the Reckoner's machinations to turn the world into a deadland by upping the fear level everywhere over time. This would enable them to enter the world and do even worse things to it directly. 

One of the fun parts of the Deadlands settings is that the Deadlnads: Hell on Earth campaign is a depiction of what happens if they succeed and it's rare to see a game company put that kind of thing out as a real product. 


The general direction in a Deadlands campaign is the idea that the PC's will become aware of this larger scheme at some point and take an interest in opposing these plans. That's the big picture, anyway. In the meantime your PC's can do pretty much whatever they want. 

  • Want to do classic western things? There's a campaign built around a cattle drive (Blood Drive). There's a big adventure built around figuring out what's going on in one town and solving their problem (Trouble at Headstone Hill). Plus there are various shorter adventures that involve tracking down criminals and getting into gunfights.
  • Want to focus on particular parts of the west? The four big plot point campaigns from Reloaded edition each focus on a different region of the U.S. with various complications tied to both the power groups in the area and the particular reckoner casing the most trouble. The Great Maze is awesome but classic Tombstone, Deadwood, and Dodge City are all pretty amazing too. 
  • Looking for a particular type of adventure? Gunfights are certainly easily available but there are creepy horror encounters, political intrigue, and chases/hunts out there too. A little bit of online research can guide you to an adventure that will likely cover a variety of opportunities for any determined posse out there.
Just as an example in our Flood campaign we opened with a gunfight, then got involved in a train derailment and robbery, tangled with some religious fanatics, did a prison break, defended a ranch from raiders & rustlers, spent a fair amount of time involved in Shan Fan triad politics, snuck into a pirate city and blew up an ironclad, came in 2nd place in a martial arts tournament, helped defend an area during a local warlord's invasion of a city, and helped set up and run fair elections for mayor in a new and growing town on the coast of the maze! Note that this is outside of the main plot of traveling Deadlands California to set up the conditions for the Flood that will wipe out a major evil - these were the things that were happening "along the way".


To me a good setting should get a GM excited about the opportunities they see and Deadlands does this every time I dig into it thinking about running a new campaign.  A lot of what I have listed above is tied to published adventure material but that's not a limiting factor. Just looking at the general setting notes followed by a flip through the critters section has me jotting down notes for future runs and it has been this way for years This last campaign let me finally pay off some of my notes like this from years ago.

The last point I will share is that I ran this game for about two years and there is still probably a third of the "Flood" book that I didn't even touch. It's full of cool stuff and I ended up not having a good place to use some of it as the campaign developed - but I still want to. That, to me, is a sign of a strong adventure. I think of all of these creatures, locations, and NPC's I didn't use and I can't help but think that we need to revisit this one at some point, even if we wait a while in between.

So there's my ringing endorsement of Savage Worlds as a system, Deadlands as a setting, and The Flood as an adventure. I normally am tired of a setting and a campaign by the time I wrap them up and ready to move on but this time I was not and it's a very welcome surprise and I am looking forward to my next walk through this world.

Tuesday, January 2, 2024

Wrapping up 2023 and Looking Forward to the New Year

 


It was a good year. I read more books and played more games than I did the year before. The family is good and the apprentices are operating on their own. The animals are thriving and the house and yard are in good shape so a lot is going right here. 

One new wrinkle is that since the wife tracks her books read over the course of the year I started doing that too and hit 50-something for the year. I figure over 1/week is a pretty good baseline but now I have to see if I can go higher. painting mini's, running games, and computer time all cut into this effort of course so balance is the key.

Kind of obligatory here

I only played a few games of 40K this year, one of my lower-effort years in a very long time, but I did get a lot of painting done. Maybe I can get more playing time in this year. Much of this year's painting effort will be going into the Tyranids and then probably my Imperial Guard as we delve into the mysteries of Speedpaint 2.0 and airbrushes.

Blaster and I did manage to finish up our eternal ongoing tour of Command and Colors Ancients finished. I have now played every scenario in that initial set at least twice - once from each side. Now on to the next of 5 expansions ... we probably need to pick up the pace here if we are going to finish while I am still alive.

RPG's I ran this year:

  • Star Wars (FFG)
  • The new Marvel RPG
  • The Sentinels of the Multiverse RPG
  • ICONS 
  • Warhammer Fantasy RPG (2nd Edition)
  • Savage Worlds Deadlands - lots of this one. 
I didn't really play much as the GM-ing seems to be my normal role these days but maybe this year that will change up some.

Going into this year we have -no- commitments. with the main campaign completed we could go in any direction and that's a good feeling for the start of a new year. I have some ideas for some smaller games and for at least one big one but right now I'm sorting through them and figuring out what order top present them in and thinking through some details on how to make them work. More to come on those for sure. 

Other-games-wise we played some Battletech, King of Tokyo, and Scrabble - of all things! As it turns out the wife is a very good Scrabble player and I have lost more games of that this year than I can remember. A new goal for '24 is to beat her at least once now.



So - things are going well here, I feel good about 2023 and I am really looking forward to 2024. Happy new year!

Thursday, December 14, 2023

Savage Worlds Combat

 


I'm pretty happy with Savage Worlds as a system and I am glad that it seems to be more popular than ever now. One area I do see people questioning online is combat - particularly initiative and the damage system. Typically these people are coming over from D&D and don't really grasp that there are other ways of doing things but let's talk about these two things:

Initiative is done in Savage Worlds with cards. The GM deals out a card to each player and the high cards go before the low cards. This is a holdover from original Deadlands and Rail Wars but it just works. It's a physical reminder of when you go - once you go you toss in your card. Want to delay? Just hold onto it until you want to go. The game supports this mechanically through related edges - want to be faster? There's an edge that lets you take 2 or even 3 cards when initiative is dealt and you keep the best. For a level-headed character you can take an edge that lets you trade in your card if it's below a certain value. 

And yes, initiative is dealt every round. No it's not a big delay and yes, we played D&D for at least 20 years this way until 3E changed it to static initiative so it's not some radical new idea.



Finally the cards are another physical object that can help enforce the genre for your game. I've posted about it before but there is almost always some kind of card deck out there that is thematically related to whatever your running - pirates, cowboys, soldiers, superheroes, well-known space setting IP's ...



As an example of the impact this approach has on play I typically had 5-6 players per session in the Deadlands campaign I just finished. One started off with the Level-Headed edge, then pretty soon another one had it, and by the end one had the basic edge while two had the improved version and one of them had Quick as well. This means on a combat round with only 5 of them I am dealing out 10 cards for the players, plus (typically) 1-3 for the opposition, with one player possibly re-drawing several more cards. Jokers are an important card in Savage Worlds and this approach let my players mill the action deck by 10-15 cards per round from a 54 card deck. This is double what a normal party would be doing and it meant those Jokers popped up very quickly. Every Joker drawn is a package of "go first", "+2 for all actions that round", and a bennie for everyone on top of that! Towards the end there were combats where both Jokers were drawn in the same round - and that was not a good round for the bad guys. The existence of these mechanics opens up an interesting set of options for a player to explore that you don't see in other games. 




Damage in Savage Worlds is the other "rough spot" I see - mainly because it's not like D&D and does not use hit points. There is not a direct "wearing down over time mechanic" like that really. A deliberate design goal was that combatants would be up, down, or off of the table with no tracking of hit points or health. Most opponents are taken out by a single wound. Only Wild Cards, a status reserved for the PC's and major opponents, can take up to 3 wounds and still be standing. There is a "Shaken" status to indicate some kind of degraded status and there are optional rules for an intermediate type of opponent that can take multiple wounds but is not a wild card but that's it. 

Attacks involve a hit roll which, if successful, will generate a damage roll - so far just like D&D right? The next step though is to compare that roll to the target's Toughness. Meeting it or exceeding it = Shaken, exceeding it by 4 or more = a Wound for each increment of 4. It's that second part that really throws people at first. There are some nuances to it but it's really not -that- complicated.  

However this sometimes freaks people out as they bang away on an opponent and seemingly do nothing for several rounds. You might Shake them, or inflict some kind of condition with a power, but it bothers some people that there's no counter ticking down with every hit. This despite the truth that in D&D those hit points flying off have no impact on most NPCs or Monsters either - until the last one. In Savage Worlds if you are fighting an opponent who can take multiple wounds then each one of those will inflict a penalty on actions that creature takes. There are edges to offset these penalties, and powers that can do the same thing  -"Numb" was a regular player in our campaign - but again that's another way to flavor a character or monster. 



The closest thing to hit points in a Savage Worlds game are bennies. When someone takes damage they can spend a bennie to try and soak the damage - it's not a sure thing - and the supply of bennies is limited. Over the course of this campaign  I was reminded again and again that the GM's bennies are effectively the big bad's supply of hit points as once those ran out the bad guys tended to drop fairly quickly. There is always the temptation to use them as "rage bennies" to reroll an attack or damage roll, but most of the time you want to keep your opposition around for another round of troubling the party. 

This just seems to be a hard thing for people coming in from D&D in particular to get over. Shadowrun and Mutants & Masterminds have some similarities to this approach where you are comparing damage to another number and then generating results based on the comparison. It's different from D&D for sure but it works just fine and is a lot of fun.



So in my opinion combat in Savage Worlds does live up to the Fast, Furious, and Fun tagline. 

  • I don't think I had a fight last more than 7 rounds in my entire campaign and once players have a little bit of experience the pace of those rounds is pretty quick. D&D 3E and Pathfinder in particular tended to have long combats made up of long rounds where players might get bored waiting for their next chance to act. That was never a problem here. Also, in spite of this faster flow, combat is still rewarding as many different approaches and tactics can be tried - it's not a static regimen of "hitting for X damage" round after round as you whittle away at the dragon.
  • Furious comes into it when characters are doing things every round - there's not a lot of need for multi-round actions. Also, the rules allow for multiple actions beyond the basic move + act as much as a player wants to push things by imposing a -2 cumulative penalty to additional actions with no actual cap on how much one can try.
  • Fun is a factor with interesting abilities from Edges and Powers plus mechanical things like manipulating the cards and facing tough choices on how to spend those bennies when things hit the fan. Also, exploding dice - particularly damage dice -  add some excitement and occasionally some despair, depending on which side of the roll you are on. 
It's just a really strong system that runs smoothly and is fun to play. I've run it many times over the years and I expect I will be running it again fairly soon.