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Re: [BNW] Re: bnw-digest.19990926
> > 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".
Nope but what they ahd when the books went to press should hav eben in the
min rulebooks 2 books 20 power packages made at the same time, why are half
in one book and half in another?
>
> >
> >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), ]]]
Nope good GM who wants to stay true to the setting does the setting allow
for Telepath/Telekinetics? Does the setting allow for People who can control
the Weather?
I could decide yes or know, but if I was trying to stay true to the setting
in BNW then I need to know what the limits are in packages--reading BNW I
notice that most of the powers are physical--are 90% of the powers physical
in nature? are Psionic powers possible at all in the setting? if I create a
package with Mind Control does that fit the BNW setting? or is it Taboo?
Like teleporters in Trinity?