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Re: [BNW] BNW Guide



> Hi,
>     I'm new to the game and I'm starting my chronicle tomorrow night.  
> Any advice or house rules I should use?  I just changed the
> botch/fumble rule to ALL dice.  Anyone did the same?

We left those the same. They never came up THAT often.
One thing I would suggest is some system for knocking someone out. Under
the standard rules the only way to "take someone alive" is to beat them
until they're at 0 wounds or less in the head or guts. Then you're looking
at days of recovery. Not exactly the outcome of most ballroom brawls.

The system that my group came up with was that stun check were cumulative.
If you were stunned, and then hit again and stunned again, then you had to
make two stun checks to get back up. And you only get to roll one stun
check per action!
If your number of stuns ever became GREATER THAN (to help out all those
str. 2 types) your str. then you were knocked for a long stretch (Guide's
discretion, the length of the fight, 1d6 hours, whatever works for you).

My other suggestion would be to get a really good idea of what your
players want out of the game. Do they want to be harde-core defiants? Are
they militant? Do they go around blowing up bldgs. (hopefully Delta Prime
ones) and not worrying about innocents? Do they want to be Primers? Do
they want to be Primers that are there by choice, or reluctantly (and
might break out and join the defiance). Do they want to be neither? My
group had no interest in joining the defiants. We were doing jobs for
money when the campaign ended. And in my new campaign the solo player is
going up against an evil corporation named Umbrella (you computer geeks
should get that reference, LOTS of deaders!) and has had almost no
interaction with DP (Delat Prime).

Theo McGuckin - SysAdmin, JLab


	"Powerful like a gorilla, yet soft and yielding like a nerf-ball." 
	  						- Homer Simpson