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Re: [DL] Mad Scientists are so weak!



I don't have any books on me at the moment but I
believe that in regards to Hucksters having spells
with the ability for players to design more and MS's
just having the inventing process is slightly off. If
memory serves, Smith & Robard's listed the difficulty
for all the inventions in the blueprint design
essentially acting as "spell lists", so they sort of
even out.

Also, the way I've always wanted to play a MS (always
have to Marshal, rarely get to play) is to build upon
my own scientific advances. This way I start simple
and apply my theories to later inventions essentially
making it easier for the advanced inventions. HEck, I
designed one MS that was "inventing" his laboratory.
He started with a steam wagon, modified the engine to
store the exhaust. From there the pressure built up in
the storage tank would fill smaller bottles with ghost
rock smoke. He would then use these pressurized
bottles as blow torches. While I never got to play it
all out, if I were marshalin' this character I'd give
a bonus for the invented lab beyond the standard lab
bonus.

Most of the fun with MS characters for me is the
inventing process. When I come up with a device I draw
out rough blueprints, labelling each piece of the
invention. Then to the side I list all the needed
pieces and as I get them check them off, making the
invention process an adventure in itself. Again, as
marshal, I give bonuses to people who have
well-thought out inventions, not accurate just thought
out, it won't cut the mustard to just say what you
want to invent and then roll some dice. (I'm sick of
players doing this, none of my players get into it)

Jim

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