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Re: [BNW] New game for me



> > True.  Although the original example didn't say that the Goliath was a
> > _Defiant_ Goliath.  It may very well have been a Defiant Shooter going 
>up
> > against a Delta Prime Goliath.
>
>Well I thought the original example was two guys in the group. So unless
>the group is working for DP, then they are both defiants. It's just that
>the goliath is the more obvious one, so he would be the one DP would go
>after first.
>

Only the original poster could say for sure.  I'm not sure why two guys in 
the same group would be fighting each other, and I got the impression it was 
a "Guy A can't do anything against Guy B" sort of thing.  Not the kind of 
thing you see (I hope!) in PC groups...  ;)

> > It wasn't a complaint on my part, merely an observation that new power
> > packages are of less use to an established group, then to a new one or 
>to a
> > Guide for NPC-making purposes.  It would seem that Tricks _are_ of more 
>use
> > to an established group, since new power packages require that "you" 
>(the
> > established player) either retire or get your character killed to be 
>able to
> > use them.
> >
> > Power Packages are more useful in many cases and should continue to be
> > released.  No arguement here.  However, just as a possible point of
> > reference, Tricks for existing powers probably _would_ be more useful 
>for
> > any future "player handbooks."  Which was what Ravaged Planet was billed 
>as,
> > according to the front cover.  Although as I noted in my Azrael Online
> > review, that term applied to RP seems to be somewhat of a misnomer.
>
>Well I'm of the opinion that tricks are a lot easier to make up yourself
>than new power packages (tricks are easier to come up with and easier to
>balance).
>If a home-made trick turns out to weak or too powerful you can simply
>increase/decrease the number of successes to use it, or drop the trick
>altogether without it having a huge impact on the game.
>If a home-made power package winds up with problems it is a lot harder to
>tweak it in or drop it without having to start all over with a new char.
>

It's not a situation that came up, but I would have no problem telling a 
player trying to use an entirely new "experimental" power package (or Trick, 
come to that) that it may fluctuate a bit power-wise over the first few 
sessions.

>-Theo McGuckin, operations
>"We waste more electrons by 6am then most labs make all day. Be all you
>can be!"


---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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