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Re: [DL] Mad Scientists
Let me offer another way to run MS. In a game I play in, There is a MS who's
player and the Marshal never get to sit down and create devices together
(conflicting schedules). Here's what the Marshal did. Every once and a while a
device that had been proposed to the MS in game would spontaneously appear out
of his lab. Case in point: a soldier who had one hand blown off, approached
the MS hoping he might be able to create him a new hand. A week or two later, a
mechanical hand came walking out the front door of the lab. Unfortunately, it
was intelligent and wouldn't have anything to do with the man with the missing
hand. It proved to be quite the comic relief for a few sessions. My point with
this dragged out story is that if the marshal gets creative, the MS character
can still have fun with inventing... besides, most are crazy enough when they
are created, who needs more locos.
--D
"Derek D. Bass" wrote:
> I like a lot of the ideas I've read so far. I just thought I'd add my two
> bits, since Mad Scientists are so close to my heart.
>
> The Marshal should take the intent of the Device into account when the MS
> fails a roll or might receive a Dementia. I don't think a Scientist should
> be blown to Kingdom Come for trying to spiff up his steam-powered
> backscratcher. However, if he fumbles while playing with his Megalo Death
> Ray, take him to the cleaners. I think this particularly applies if the
> Scientist makes an effort to limit the damage his Device can do. For
> example, my MS, Professor Harvey Wangenstein, will only build a weapon if
> its main function is non-lethal. (Of course, most of the time, they can be
> used with deadly force in some way, but Prof. Wangenstein would never use
> them that way.)
>
> If the MS is trying to build something that will overbalance the game, whomp
> 'em. If they're trying to build a Device that adds a little personality to
> the game, give 'em a break. Particularly if the Player invests a little
> effort into the Theory behind the Device.
>
> And, I say let MSs buy Dementias off with Bounty. It represents a mental
> shock that gradually wears off. This way, if the Dementia works for both the
> Player and the Character, he can choose to keep it. If not, he can buy it
> off. No reason to ruin a good character for the sake of a poor die roll.
>
> I think people who dislike MSs simply haven't seen one played correctly.
>
> Derek D. Bass
>
> Etheric Musings - The Science of the Sons of Ether
> http://members.home.net/wangenstein/ether.htm
>
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