...um. Right. Anyway, it's worth it for chapter 4 alone. My more-or-less-modern action-adventure adventures are typically set between the World Wars, so I don't have much use for a lot of the material on electronics, but large swathes of the book are nevertheless still exactly what I need rules for. The chase rules are particularly useful here, and it'll be interesting to apply them to biplanes and zepplins as well as cars and boats. The rules for training montages make me wonder what could be done, rules-wise, to reflect that indespensible bit of Western action narratives, the arming scene. I must meditate on this.
no subject
...um. Right. Anyway, it's worth it for chapter 4 alone. My more-or-less-modern action-adventure adventures are typically set between the World Wars, so I don't have much use for a lot of the material on electronics, but large swathes of the book are nevertheless still exactly what I need rules for. The chase rules are particularly useful here, and it'll be interesting to apply them to biplanes and zepplins as well as cars and boats. The rules for training montages make me wonder what could be done, rules-wise, to reflect that indespensible bit of Western action narratives, the arming scene. I must meditate on this.