Zeb's Guide: the good, the bad, & the ugly

<p>So, let's just get it off our chests in this thread.<br /><br />With few exceptions, we all hate the thing with a passion. Some of us love to bag on it with equal passion. And we even hate to admit that we have incorporated some of the material into our non-Zeb's Guide games.<br /><br />So let's belt out what we love and what we hate about it. I'll start with a few:<br /><br /><strong><u><font size="4">THE GOOD</font></u></strong></p><p>I actually like the ifshnits, although I've done away with their piping high pitched voices and made them more celtic-like in that regard.</p><br /><p>Mega-Corps and Cults - great campaign filler</p><br /><p><strong><u><font size="4">THE BAD</font></u></strong></p><p>Skill breakdowns - why can't a TechEx operate vehicles? They can repair them but once finished they can't take them for a spin to make sure the repairs are right. Ditto on security systems, only the enforcers know how to defeat/bypass etc. Makes you wonder where the systems come from in the first place...</p><br /><p>The Time Line - I don't know where to start. The writers obviously didn't either.<br /><br /><strong><font size="4"><u>THE UGLY<br /></u></font></strong>The resolution system - I simply won't go there. For many reasons.<br /><br />Incomplete Nature - let's face it, this spelled the death of our game. Maybe if the other two volumes ever saw print, along with a few modules to boot...we &quot;haters&quot; might have given it a chance.</p>

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