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Re: [BNW] Question on Delta Points



In a message dated 9/19/2000 2:30:29 PM Eastern Daylight Time, 
whytcrow@io.com writes:

<< Neat. Not sure the idea will work for me, but I may use some aspect 
 of it.  Can you give me a more detailed account (off-list if you 
 prefer) of how this works for you?  I'm not a Deadlands familiar 
 (although I suppose that since we were loaned the books by a friend I 
 could go home and look it up). >>

Pretty simple Jennifer (Best for a Primer I think   heh heh heh).......
Our players get the 3 Delta Points at the start of the session (or 4 if they 
have the LUCKY Quirk).   At the ends of the 'chapters' , or at strategic 
breaks in the story... like he scenes in a movie (MY prefered method of 
GMing....cinimatic), the Guide passes out a set of Delta Points as rewards 
for certain things that were accomplished during that scene.   This goes on 
throughout the game/session.   The players are limited to a maximun of 10 
Delta Points at any one time, although they CAN convert (permenantly, I have 
to add) the excess into Experience points.   It's the X.P. that they use for 
character development.   This is the reason we decided to up the cost of the 
LUCKY Quirk from 3 to 5..... the possibility of extra D.P.s (that 'free' 
point also can not be used for X.P.).     Seems like a few Delta Points, but 
it DOES work for us...... have yet to have a session/game that any character 
ended up with more than 4 Delta Points.....thus X.P.     This can be used, I 
believe, for short games or long term campaigns.    Too, I like the idea you 
had (if I read right) about giving abilities rasther than XP/DP?     That 
would especially work with me GMing style...... ya know...well, you can take 
the XP, OR you can discover that you can use this Trick that COULD save your 
and your friends lives...CHOOSE!   BWAH HAHAHAHAHA.     heh heh heh

>>>And I'd *love* to hear your mechanic for using cards for init!  Math 
sucks. ;)<<<

Same as Deadlands........Roll that Speed roll for Initiative.   For every 
success, draw a playing card.   High cards go first, High suits go first, 
ties are rolled off for on Speed (EX..... Ace,King,Oueen,etc.    Spade, then 
Heart, Diamonds, Clubs)
Red Jokers allow the PLAYER to freely interrupt another character's action 
and take a free Delta Point..... Black Jokers mean the player loses his 
highest card AND a Delta Point.)    Told ya we're Deadlands fanatics!

By the bye......(ego boost / deflation needed)....see if ya can get to that 
webpage below.     It only took me 15 mins to make it and I'm, like, curious 
if anyone else can see the silly thing.

Nuke, Captain : Delta Prime - Enforcement

"There can be no society without respect for and adherence to the law..even 
when the law doesn't seem fair.... so.... welcome to the Atomic Age Defiant." 
   

Visit the Web Page at :  <A 
HREF="http://hometown.aol.com/deltaprimernuke/myhomepage/index.html">One 
Delta Primer's Page</A>