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Re: [BNW] Re: bnw-digest.19990926
PEGMatt@aol.com wrote:
>
> Honestly, I'm a bit put off by the strength of your comments, but that doesn't make
> your sentiment any less valid, so I'll try to address it here. The way BNW came out was
> not a matter of laziness, nor inexperience. It was a choice I made because I wanted a
> game in which creating a character that was in line with the world I'd created was fast
> and simple.
Setting aside my own personal feelings on the matter (which aren't
really negative, but not overwhelmingly positive, either), I think the
character generation system makes BNW a very good "gateway RPG." Points
are handled very simply (12 attributes, 36 skills, spread out among the
attributes as appropriate, up to -10 Quirks, with points for other
things, one power package and three tricks). It doesn't require a lot of
explanation and provides an easy "hook" for new characters.
> As for the "scheme" of putting new power packages in each book, for Deadlands, one of
> the most popular things in our sourcebook are the new archetypes that come in each
> book. I decided to make that a key part of Brave New World. Our customers tend to like
> that. When we come up with new kinds of characters in Deadlands, no one complains that
> they weren't in the main book.
I think the difference here is the perception that since new power
packages will be in later books, that the current book and package list
is incomplete.
--
Deird'Re M. Brooks | xenya@teleport.com | cam#9309026
Listowner: Fading Suns, Trinity and Aberrant
"Balance is nothing, story is everything. Obey your ST."
http://www.teleport.com/~xenya | http://www.telelists.com