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RE: [BNW] Glory Days Questions
>I know what you mean. It appears that Delta powers have more to do with the
>situation then anything else as far as what you manifest. (a lot of
>exceptions do exist, but how many dunemaster are created in the arctic, or
>weresharks in the middle of Africa?). Still a good book over all. But the
>whole issue of power packages and their use and limitations seam odd at
>times. For instance you have two players and one is a Jungler (sp) and the
>other a Dunemaster, where do you set the adventures for this, add in the
>ice
>generator, and a wereshark and all kinds of conflicts exist. Most of the
>previous packages were not location dependant. Not saying you can't work
>with it etc.. but it is a problem not normally encountered in a lot of
>games.
>
Well, as Matt hints at, it's not that you may not get Junglers in the Arctic
as the result of a near-death experience. It's just that they then...well,
die. ;) So who knows how many there are?
But yes, I observed the same thing for my review over at Azrael Online
(which I don't think is up yet, but should be sometime soon).
>It seams to me now the best way to handle this would be to tell the players
>the setting location first then let them pick powers (i.e. we are playing
>in
>the East Front in Russia and will be inland almost all the time, and in
>heavy combat, in and around urban areas more often than not. this would
>just
>about drop out, the wereshark, jungler, translator types, perhaps Ace's,
>dunemasters.)
>
*heh* Not sure which type of adventure setting _would_ suit Translators.
"Hi, my campaign involves you sitting around at HQ translating and doing
development stuff - what package do you want to take?" Translator,
Gadgeteer, Ace (for those chauffeurs), and...that's about it. Very much a
package that was genre-appropriate, but not one any self-respecting PC that
wants to _do_ something would take.
>CPL Raby
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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