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Re: [BNW] Re: bnw-digest.19990926
In a message dated 9/27/99 1:24:43 PM Eastern Daylight Time,
sidhain@Earthlink.net writes:
> I repeat it is someone
> pops up who still doesnt get it, what I have said is this: Why is it that
> important information that is critical to character creation the driving
> force behind any RPG is split up among three book
Listen, to be blunt, you are the one not getting it. The extra power
packages are NOT critical in any way to character generarion. They are nice
extras but hardly game breakers. I really don't think they ever intended
there to be a finite number of packages, a point where they could say "that's
it, that's all the powers the are or ever will be in BNW".
>
>Player 1: Hey this is neat can I play a guy with claws, and tusks, and looks
>animal like?
>
>Gm: Well no, because those don't exist in BNW.
>
>Player 1: Oh, what's the closest I can get then (makes pc)
This is a great example of a bad GM, a good one would answer:
Gm: Hmm, well they don't specifically address that in the rules but lets see
what we can come up with...(Quirks: Savage, Obvious Appearnce, Acute senses),
Power package (Maybe like a Bouncer or Scrapper with something dropped,
depending on concept, and Natural weapons added, call it Beast Package).
There, that took me ten seconds, made my player happy, and doesn't disrupt my
game. If something comes out later we can alway retrofit, or just let it be.
This isn't brain surgery, it's an rpg.
The core book offers enough powers, background and ALL the rules you need to
play a fully realized game of BNW. If it really offends you that much send
the books back, unsubscribe from the list and go about your business.