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RE: [DL] New Hindrance



You might want to be a little careful in defining what constitutes a
potential combat situation.  Sure, it can be pretty obvious sometimes
(particularly when the Marshal starts setting out miniatures...), and a
"first punch" hindrance is, I think, a cool idea, but there's always a
chance that the hindrance could backfire.

("Morning, Father Michael!" "Good morning, my son.  Now, why didn't I see
you at mass this morning?"  WHAM!!!)

I'd recommend reserving the right for a "Marshal veto" in case your cowpoke
starts hitting everything that moves for no apparent reason (unless of
course the Marshal wants to go the "give them enough rope to hang
themselves" route, always a popular option and, I must confess, one of my
favorites...)  ;)

These mad ramblings have been brought to you by...

-- Jim

-----Original Message-----
From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net]On
Behalf Of daniel runnels
Sent: Sunday, November 17, 2002 10:09 PM
To: deadlands@gamerz.net
Subject: [DL] New Hindrance


While I was playing Deadlands tonight with my group, I had a great idea for
a new Hindrance. Hopefully you all can help me with the points and what-not.

Semper Fi (name is not a definite yet just haven't thought up anything else)

Points (that's where I need help)

Description --- PC must be first to try and initiate battle and last to
leave battle. They cannot leave battle before any of their fellow posse
members except when a failed guts check says to. If character leaves battle
before anyone else, they lose their highest valued Fate Chip and cannot
reenter battle against that same character.


If you have any ideas about this or any criticism let me know.

M. Simms

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