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Re: [BNW] re: Death of a Campaign (and Defiance Sourcebook)
Steve Crow wrote:
> It could just as well be said that Matt's "limited powers/players can't
> use their own tastes much" approach does make for easy jump-starting into
> the game.
I can understand that the power packages is a help to a new gamemaster
because he will avoid the problem they often face in super powered
roleplaying, where experienced players will force him to accept design
concepts that really don't fit into his idea of what the campaign should be
like, because they can do it by following the rules.
But a more experienced GM know how to control such players and guide them
into a style in their character design that would fit his idea about the
campaign.
But then again find the idea that you simple make up a set of powers
following a (low power) concept and then sit down with your player and make
those power without worrying about points quite appealing. I look at the
power packages so far as examples of powers and not packages you have to
choose from.
> To each their own, I guess. Certainly there's nothing inherently wrong
> with making a "statement" in a RPG, and it's got to be kept relatively
> simple.
But the language they use is so unreal. In addition their righteousness and
sentimentality is unbearable. And the same message is repeated again and
again and again......
One of the reasons why I want to run a primer campaign is because then I can
see truth and patriot beaten. :)
Nikolaj Lemche
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E-mail: nikolaj@mail1.stofanet.dk
Homepage: http://members.xoom.com/Kuranov/