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Re: [DL] Fate Chips (John)
In a message dated Wed, 1 Mar 2000 3:28:52 PM Eastern Standard Time, "Laurent & Isabelle Bouhier" <bouhier@freesurf.fr> writes:
> In which rules can I read the maximum Fate Chips number is only 10?
Page 144 of the Weird West Player's Guide.
> Personaly, as a Marshal, I only let 10 "bounty points" Chips (i.e. 3 points
> for Blue, 2 for Red and 1 for White) for each player (as sugested in the
> French -yes I am a French marshal- web site
> http://lahanse.free.fr/petitehanse.htm).
Hm...if it works for you, that's great. However, since most of the games I run/play in tend to have at least one combat a session, we stick with 10 chips total, regardless of type.
If you run a more role-play oriented game, that might work for you, but, IMHO, it might be a wee bit stingy. Especially if you consider a lucky player can draw 7, 8, or 9 Bounty Points worth of chips at the beginning of a session--or even as much as 12, if she has Luck o' the Irish!
> During a session, players must
> throw away some chips if they have more than these "10 points Chips". So
> they must be careful when they keep chips between session (sometime they
> must change chips in bounty points to avoid the 10 points chips during the
> next session).
Even with the 10 chip limit, they face this quickly.
> But I don't keep my Fate Chips.
> Do you think it is a bad idea?
>
It does limit your options. Whether or not I use Fate Chips as a Marshal depends a lot on the situation.
In a campaign game, I use them to keep the major bad guys around (or around as long as possible <g>), so a good stock is handy.
For one-shots, I'm a little more bloodthirsty and usually use them to make the bad guys _hit_ the posse members more often. They go much quicker that way, but the players really dread me getting any in that case. :-)
John "Kill 'em All" Goff