Over the last couple of weeks I've been playing with OPZ a bit.
The first couple of sessions were... somewhat frustrating from a narrative point of view.
Summary results...
Game 1: Tier 1 - 3xHS - 16 turns
2x vets (a/rifle) + (2x medkits)
Game 2: Tier 1 - 5xHS - 11 turns
3x vets (a/rifle) + (3x medkits, 1x auto seer)
Game 3: Tier 2 - 1xMO + 2xHS - 8 turns
3x vets (a/rifle) + 1x vet (shotgun) + (medkits,mixed armour,detector,1x red dot)
My earlier games drove home that a substantially OPR-based system, while fine for combat, skirmishes or battles, is less than perfect as an 'exploration' medium.
[Pics mainly to break up a wall of text more than highlighting any particular points.]
I had started on 2x2' map with just two models, and the idea to build the crew ongoing.
This is well and good but OPR really curtails the ability to do much. Combined with dice failures and restricted turn limits I had the crew wiped out a number of times without much to show for the effort. Which doesn't progress the story. Sure it reflects a tough environment, but it doesn't make the effort of gaming particular worthwhile, nor would a newly formed team necessarily jump into the most hostile of encounters immediately.
Second game I added a third vet, still on Tier 1 but had 5x Hot Spots... this was again, largely about looting in a 'safer' environment, but there were more hostiles to deal with.
I think 3 models is really a 'minimum requirement' for running this game in an enjoyable manner. 2 models feels sub-standard - possibly good for an intro, but barely capable of starting off a meaningful 'campaign' or a set of interconnected games.
Third game I added a fourth model, and increased to Tier 2. This time one MO and 2 Hot spots. All three points produced high level hostiles so it's not like the game was super easy either.
In all games my models were taking damage, so I don't feel it was overpowered in the other direction. It just made things achievable.
Notable, I left the turn limits off for all three games, but as my crew count increased and equipment/loadouts improved, the turn limits required went down.
Other than that I think the general mechanics of the combat and the exploration were acceptable.
Anyway, that's my 'progress' and musings on this little project.
Until next time...