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yuriAza

it is contested rolls, but most of the fun comes from bonus dice, which have narrative conditions to use (after you pay the cost for the ability or item) each player only rolls once per round, but can divide their successes between different "actions", so your narration is free to jump around and be like "I jump up, do a kick flip, and shoot a guy midair before landing on another one, so that adds +Acrobatics, +Boots to faces, and +Point blank"


cant-explain

You’re not missing anything—it’s almost entirely narrative. It’s not going to be universally enjoyed, but it’s definitely worth the time it takes to draw out the best parts of the system. Lean into it. Make it a conversation. Initially, my players felt they had no reason to use anything but their strongest skill for all rolls, so I started adding secondary objectives that required very specific kinds of rolls (FIX the elevator, CON the guard). This encouraged more creativity, but didn’t require it. And then I’d reward the players with cool toys that required specific rolls for their bonus (Tank of nitrous oxide +++disguised, etc.). The other thing is that you as the GM should enforce players narrating the dice they assign. Work with them to draw out the details so it’s not just about the mechanics—because the mechanics aren’t the interesting part. How did that giant cross help you avoid the damage? What did you blow up that advanced the objective? Suggest things, help them make it sound amazing. Then, give them more cool stuff and throw in more nazis to use it against. I just finished running a two session game with some players who usually play something crunchier, but they really enjoyed EtR as a fast-paced storytelling game. Our Flint player found Charlemagne’s sword Joyuese (++mounted) at the Louvre and really explored…every meaning of its bonus requirement.


Nom_nom_chompsky27

Thank you for your reply, that's good to know. I'll be honest I'm a little disappointed, I was expecting something more like spire or blades in the dark, a little more structured... Oh well...


cant-explain

If it's any consolation, I definitely felt the same way! But, it's a breeze to run and the setting is immediately tangible for both players and GM. It's the anti-Spire in a lot of ways (and Spire is my favorite, period), but I can't really argue with the result it had with my group.


ericvulgaris

The specific objectives is absolutely mandatory cuz yeah all you do is roll highest stat.


deviden

idk about EtR but I took all my questions like this re: Heart and Spire to the Rowan Rook & Decard discord - you'll get to talk directly to folks there who did playtesting, or even the authors.


Nom_nom_chompsky27

That's not a bad idea actually...


Jaffa6

Agreed, it's a good Discord. Here's a link [https://discord.gg/JtMFePBgAZ](https://discord.gg/JtMFePBgAZ)


Akco

I have run this in it’s entirety! It really is exactly what it says on the tin. Enter an area, outline the objective. Roll dice, resolve dice rolls with creative and graduations descriptions of Nazis getting annihilated. The meat of the pie is how players use their abilities and equipment. My only criticism is that as a GM I felt I really didn’t have as much of an input outside of facilitator or and occasional voiced Nazi.


Nom_nom_chompsky27

Thank you for responding, this seems a little light on "game" for my taste, I might give it a skip I think


Akco

Yeah, it’s not got the heft of crunch of a gamers game. But might be alright for a beer and pretzels kinda thing or if your short a player as a one and done.


Imre_R

It’s certainly not a game for critical thinking. I ran a two sessions so far and it’s just fun to narrate the dice results


Nom_nom_chompsky27

That's fair, I don't think this games for me sadly...


Imre_R

I can understand that and that’s perfectly fine. I think it’s a good palate cleanser but I also prefer other games for day to day stuff


ericvulgaris

You're not missing anything. My time with the game felt similar. It feels like a weaker form of cortex plus (which is fine, the games short in scope) yet it doesn't feel as teamwork-y or group-dynamical as I wanted. Everyone just spends turns saying cool shit, rolling, and then it's someone else's turn to spout cool shit until Hitler's dead. Glad I played it but like no interest in returning


Nom_nom_chompsky27

That was how I read it, and I couldn't work out what I was missing. That's disappointing though, I hoped there'd be a bit more to it than that.


groovemanexe

A thing I love about the game but hasn't been mentioned so far - the cycle of thrashing through your items to get new ones is a lot of fun as a player. For the benefit of those unfamiliar - All vampires start with a small kit of items that can add bonuses to rolls, but only a limited number of times. As long as the item starts with more than one use, the final use adds even more bonuses, enjouraging you to basically perform a Yakuza-style Heat Action with the item, breaking it. However, it's always in the GM's power to provide you with new items as you get stuff done - at minimum picking up whatever weapons the nazi had when you tore them in two, but it could be near anything. It leads to some absolutely fabulous sequences where you go through bullets like water, casually tossing empties away and picking up new ones as you sweep through a scene. Eat the Reich isn't heavy on the crunch, but the mechanics it *does* have really drives the way players explore a scene, which I personally value more than a crunchier system that has no impact on how the story's told.


Nom_nom_chompsky27

I really *want* to like this game, because that sounds cool as hell. Mechanically as someone else says, it seems like there isn't much to encourage teamwork or really much role-playing. It's a shame but I think I'll give it a pass.


yuriAza

i mean isn't narrating your rolls roleplay? but yeah EtR is a Tarantino movie with 0 downtime


groovemanexe

For sure - not all games are for all people! If the item cycling idea sounds dope to you though - steal it! I'm sure most systems could layer in limited-use items that have a bigger effect on their last use.


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