Is this game for me?

By mmotomb, in Anima: Beyond Fantasy RPG

I've always been interested in RPGs but at the same time I'm always intimidated by them for more than one reason. Mainly because it's hard to convince people to play with me a game that is extremely slow and very open-ended with no visiual aids and imagination is a must. Add to that the fact being a DM is such a chore.

Is this game different? is it easy on the DM? (does it even require one?) what's the minimum amount of players needed? how many hours would a satisfiying session require? am I allowed to use Anima Tactics miniatures as visual aid?

Thanks!

yewsef said:

I've always been interested in RPGs but at the same time I'm always intimidated by them for more than one reason. Mainly because it's hard to convince people to play with me a game that is extremely slow and very open-ended with no visiual aids and imagination is a must. Add to that the fact being a DM is such a chore.

Is this game different? is it easy on the DM? (does it even require one?) what's the minimum amount of players needed? how many hours would a satisfiying session require? am I allowed to use Anima Tactics miniatures as visual aid?

Thanks!

Well, I hope that this helps you a bit.

Really, you can run a game with anything from 1 player up, though optimum is probably around 3 and 4. Going above 4 when you're starting out would be a bad idea.

Anima isn't that much different from other RPGs in that it does require a DM (or Game Master or GM for more generic terminology). How easy is it to GM... well, it depends. If you spend the time to learn the system and prepare for sessions it isn't bad. I have a group of 7 players and things actually move very quickly, but that's because I took the time to learn it and explain at least the basics to the others.

GMing itself is a different beast all together. I had to teach myself, and it is a learning process. I would actually suggest checking out the following site. They have some great GM tools and advice, both for the experienced and new GM (and player). www.feartheboot.com

Length of session depends on what is going on. Probably about 4-6, but that depends on the age of the players and the amount of time they can dedicate to the game.

And no. You can't use Anima Tactics minis. FFG sends out hitmen to remove anyone who dares to be so crass.

Just kidding of course. You can use Anima Tactics for visuals. You can also use lego, DnD minis, or your favorite snack food if you want. Whatever works for you and your group. And outside of combat you can set up props (such as preparing a letter for the PCs to find and handing it to them).

If you need any help, ask on the boards. People will jump to help.

Thanks Blackburn that really answered all my questions. I just wonder if I can see a "demo" of people playing the game or how the game works. Maybe I can convince my group to try it.

I will check the website you recommended, thanks!

To be honest, Anima is unlikely to be the game for you. Not only is it a traditional RPG but it is also one that is extremely open ended (this is a feature and not a bug for many), quick hard to penetrate initially and requires quite a lot of effort from the GM.

From what you describe, you may wish to take a look at D&D4e which does tackle a lot of the issues you raise. Alternatively, games like 3:16 Carnage Beyond the Stars and MouseGuard provide a much more explicit structure to gameplay that help the GM in terms of prep and provide mechanical and visual elements to enhance gameplay.

Skywalker said:

To be honest, Anima is unlikely to be the game for you. Not only is it a traditional RPG but it is also one that is extremely open ended (this is a feature and not a bug for many), quick hard to penetrate initially and requires quite a lot of effort from the GM.

From what you describe, you may wish to take a look at D&D4e which does tackle a lot of the issues you raise. Alternatively, games like 3:16 Carnage Beyond the Stars and MouseGuard provide a much more explicit structure to gameplay that help the GM in terms of prep and provide mechanical and visual elements to enhance gameplay.

True.

The biggest issue with Anima is how long it takes to learn. For the GM, it requires a lot of time and effort to penetrate the system and find the base logic behind it. Also, unlike other current game systems, where everything follows the same base mechanic and builds up, the power sources in Anima (Ki, Magic, Summoning and Psychic Powers) are modular. The way Ki works is different from Magic which is different from Summoning which is different from Psychic Powers. There is a logic to each, but the layout makes finding it a little difficult, and the translation can be a bit tough.

So it really depends on how much effort you are willing to put in to learn it. Once that common thread is found the system is much easier to run, but its a game that basically requires you to get the DM screen or to copy the important tables yourself.

If you haven't played a pen and paper rpg before, something a bit easier, such as the ones that Skywalker mentioned, would make good entries. Of course, Anima isn't really that much more difficult to learn that 2nd Edition DnD was, and that's where a lot of people started.

I don't know how easy it would be to find a demo though. I'm not sure that FFG has a demo team for that. I know that they're doing some CON events though, so you could try and check those out.

Sorry. Accidental Double Post.

Blackburn said:

Sorry. Accidental Double Post.

There are no accidents.......... demonio.gif

hellgeist said:

Blackburn said:

Sorry. Accidental Double Post.

There are no accidents.......... demonio.gif

How did you unravel my cunning plan so quickly?!?

HELLGEIST!!!!!!! enfadado.gif

I would agree, anima is probally not the right RPG. Its alot tougher on the GM than other games that iv played, (namely DND). The rounds also take longer than DND. Even if you say your moving fast in your anima game, you still have to roll atk, def and then subtract def from atk = new number -> look up new number on table -> caculate final damage, resolve any criticals etc...

DND, roll 1 dice, did you hit? if yes roll damage.

Now dont get me wrong, me and my friends that used to play DND will never go back to it after playing anima, but it DOES require a fairly dedicated GM to take the time to learn the book, and understand the various powers in the book. It helps, but is not nessicary for players to also read and fully understand the book as well. (but thats what the GM is for lol).

Then after you know how the game works you need to come up with something fun for people to do in it. This is true of every rpg, but anima has a bit of a catch with that reguard. Due to the very low number of premade monsters (which I actually couldnt care less about any way), you will be making your own custom creatures 90-100% of the time.

So unless you have the time, and the desire to sit down for few hours every couple of weeks and plan stuff out, if you still want to get into role playing i suggest dnd 4.0. when you get sick of the restrictions in that then move on to anima.