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Re: [BNW] The Sneak, Death of a Campaign and more
Steve Crow wrote:
> I don't expect every
> package to be combat-oriented. Sneak has its own problems, which I've
> mentioned elsewhere, though.
I think the example sneak in ravaged planet is pretty combat oriented. He's
equipped with a high power rifle with a scope. It sounds to me that the
intention was for him to be a sniper (he can smuggle a rifle into places
where a gunner cannot).
But I think that there's too much focus on the combat aspect of the
different powers. If you take a look at the screamer and hotshot, then you
have two power packages that could have a lot of creative uses, but all the
rules concerning them is about combat.
Why can't the screamer create sounds that could trick people? Why can't
the hotshot control fire? The same goes for the telekinetic, why all her
skills combat skills?
> You can certainly than deviate as far as Skills. But then it becomes a
> skill-based game, not a delta/super-power based game.
I have always looked at this game as a skill oriented game with the extra
option of limited powers (even though many power pagakeges aren't that
limited). My impression of BNW is that it belongs to the 'super agent' genre
and that it is placed somewhere between the Watchmen and Shadowrun in its
style.
> And my players don't want to min/max the game...but they do want to design
> powers to their _taste_. The mistake here is in assuming that just
> because people want to have some say in the powers (subtle or otherwise)
> that define their character, that they are min/maxers.
I found that comment a little odd too. I know that I will allow people to
modify the power packages to their taste once I get around to start a
campaign (I want to run a primer campaign so I wait).
As to development of packages then I will certainly allow people to come
up with new tricks that allows them to use their powers in new creative
ways. I have no problem with the fact that the powers don't increase over
time.
> Yeah, Marvel was designed to basically let you play Marvel's super heroes,
> and that was it. It was fun recreating many of those marvel heroes for
> the Marvel Universe series when I helped out Chris Mortika,
Have you seen the new Marvel game? It rocks! It is ten times better than the
old one (not that the old one was bad).
> The simplicity is okay up to a point, but there's currently nowhere to go
> beyond that.
There's a problem in the fact that Matt several times say "We know but we
wont tell". It is not the job of a roleplaying author to tell a story or
reveal secret to the gamemaster. It is his job to create building blocks
from which the GM can create 'his' stories.
If the author keeps the most fundamental building blocks away from the GM,
then he intentionally reduces the usability and quality of his product. A
supplement should not reveal something, it should add new thing to the game
or expand on things already there.
Nikolaj Lemche
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E-mail: nikolaj@mail1.stofanet.dk
Homepage: http://members.xoom.com/Kuranov/