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Re: [DL] Dealing With Wind
> At 06:03 PM 11/29/2000, you wrote:
> >I've found that simply using the die results as a guideline works best.
> >course, my dice hate me, so my players would be able to do what ever they
> >pleased if it were up to the dice.
>
> one of my Marshal's had that problem
I have to get mine drunk before they roll well.
>
>
> >for instance, if a baddie blows a check, but it would be inapropriate for
> >him to compleatly fail, I fudge it so he gets a partial success.
>
>
> This is where I'd spend a chip rather then fudge.
I tend to use chips for more dramatic moments. I try to let the flow of the
story guide me. I've had crappy NPC's end up being major players cause that
how the tumbleweed tumbled. Now, I also have to admit i'm not much for
Fully developed storylines. I play with a bunch of people who are too
bloody inteligent for their own good. (ex specialforces dude that knows 100
ways to blow up your kitchen sink without goign to the store first, for
example). I tend to use story outlines and story trees more than full
development, and play the rest by the seat of my pants.
'Course, I'm also currently without a group, so take that as you will. : )
(they all ended up moving or in anycase losing the free time they had been
spending on games)
>
> >New here, and just decided to put in my two bits, as it were.
>
>
> welcome! :-)
>
> Jason,
> Da Baron
>
>
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