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Re: [DL] Characters
Hi,
Well, not to belabour the obvious, the best way to challenge the player
is to send something that can't be resolved by gunplay (or indeed violence)
at him. By this I don't mean necessarily mean some supernatural menace
that's immune to lead, but rather have the major challenge not be combat.
For example, if the character has low outdoorsy skills (Tracking, area
knowledge, survival) send him on a wild goose chase after some wilderness
savy men or women.
Alternatively, set the game in a big town or city where injudicious
gunplay will attract the attention of the law, (and where the opposition has
the edge of knowing and possibly owning the law.)
Then again, you could twist the knife of his hindrances and have him
"acquire" some relation, (which he has to be loyal to), then confront him
with a gang of bandits in the relation's presence. When he uses chips to
save his life, the Grim Servant o' Death gets the relation. "My god,
Kenny's dead!" ;-)
Finally there is the approach taken in "The Cheyenne Social Club" an old
James Stewart movie. Cowboy kills one guy (with help of sidekick). Five of
the guy's friends show up to seek vengence. Cowboy and sidekick manage to
kill them. Then they hear that those five guys have ten friends apiece who
intend to avenge their deaths. Cowboy and sidekick leave town. Fast. ;-)
Daniel Gwyn
"The discrepancy between faith and the facts is
greater than is generally assumed."
From "The Bridge of San Luis Rey" by Thornton Wilder
-----Message d'origine-----
De : Dom Gallegos <stylenz@hotmail.com>
À : deadlands@gamerz.net <deadlands@gamerz.net>
Date : February 13, 2002 8:55 PM
Objet : [DL] Characters
>Question:
>I have a player who made a combat monster. Two fisted, two gun kid,
>peacemakers, multiple speedloaders etc. He is also Veteran Weird West. Now
>he did make a combat monster but he also is a very smart player. When
combat
>starts he tries to take out the baddie. Once he figures out it can't be
hurt
>by bullets he takes out the baddie's henchmen leaving the rest of the party
>free to attack the main baddie. At 4 shots an action he is quite good at
>dealing damage. We take in all negatives for every shot, including multiple
>targets, but he rarely misses. It does unbalance the game a bit, but
instead
>of just taking out his character I want to use his hindrances against him
>the best that I can. He's only played a couple of sessions so I've not put
>much into his character, but now I'm ready to make him earn his hindrances.
>
>So I'm asking for any suggestions and ideas out there.
>His hindrances are:
>Grim Servant of Death (I know this one's been changed, anyone have the
write
>up on that? Also how have other marshals played this?)
>
>Loyal (the posse, I'm thinking that if he doesn't start spending chips for
>damage on his posse I'll penalize a bit.)
>
>Enemy (From his past while he was a Ranger, mostly from mexico.)
>
>Then I just found my Q&D so I'll figure his Veteran hindrance next session.
>
>Anyway, so ideas would be appreciated, thanks folks!
>
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