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[HOE] Saved....the entire party....from a guest marshall



You wanna talk about screwed up Marshalls?  I decided that i wanted to bring
Brian Lance, my famous junker, back into the game that i wan now
controlling.  So i decided to let my friend chris guest-marshall so that i
could play.
so what does he do?  he sends a mojave rattler at the party and lets brian
come in to save them.  Brilliant.  First off, he gives me motivation by
throwing my sister's character about a hundred feet, draining our chips to
save her sorry behind.  Then it's brian's turn.  With dual-mounted chainguns
on his bike, brian can do about 40 damamge per turn.  first shot does 60,
goes straight into the beast's noggin.  oops.  so i knocked off a mojave
rattler in one shot.  it makes for a real impressive entrance, but it just
pisses off our friend the marshall that much more.  especially since he
wanted his brand-new NPC bruce leroy to come in and save the party.  Not to
be outdone, he sends us off to the great maze, where he sticks us on boats.
Excellent job, he's put us in a position where we have little chance of
escape.  He sends a maze dragon at us.  This is gettin' kind of rediculous.
then every turn he has us roll an incredible strength check to make sure we
don't fly off the boat.  brian chains his bike down, as usual, because he
doesn't trust boats.  Frustrated, he sends us back to junkyard.  on the way
back, draz, our uber-powerful doomsayer, joins up and our marshall decides
to throw a half-dozen hovertanks at us.  not black hat ones that we've
figured out how to blow up, but real, army-issued ones.  so draz devises one
of the funniest plans ever..he yanks the black hats from the tanks, and
throws them in front of the next tank in line.  the terrified black hat
blows up as the tank approaches, knocking it over.  Brian uses his car
powers and a legend chip to bring a hovertank back to working order, and we
go into junkyard to sell it.  not only did his plan backfire again, now we
have 10,000 dollars in junkyard credits.  while we're on our shopping spree,
richard, our #$@%ed up doomsayer that mutated half the party and is quite
outcast, did some very illegal things involving a brothel and his "spread
disease" ability.  we all got arrested(don't ask why, he had no
explanation), and richard decided to use nuke to get us out of jail.  nuke
has a rather huge blast radius, and he incinerated an orphanage in the
process.  dammit!  now we had to face judgement in the pit.  we managed to
take out our opponents, but we were outcast from junkyard.  and he knew i
was gettin' ready to run the denver adventure too!  once we got back to my
game, i had brian bargain and explain and bargain some more.  in the end, we
got out by having draz face off against richard.

the moral of this story:don't let a guy who gms mechwarrior guest-marshall
your game.

----- Original Message -----
From: "Marcus Dury" <MarcusDury@t-online.de>
To: <hoe@gamerz.net>
Sent: Thursday, May 23, 2002 11:55 AM
Subject: AW: [HOE] Killed My.. Entire... Party....


> > In HoE,
> > Fudging dice is needed because it is open ended.  In DnD, if a kobold
> swings a sword at a fighter, he
> > will do a maximum of 12 damage, but in HoE, since all dice rolls are
open
> ended, with the frequency of
> > dice rolling, eventually a player will get kacked by a no-name mook and
> considering the complexity of
> > character gen in HoE, that really isn't warranted.  The fate chips
> counterbalance this somewhat, but only
> > if the marshall is reletively free with them.
>
> Hey Damon,
>
> I'm a HoE player and not a marshal but I would be really upset if I would
> find out that a marshal cheated and lowered the damage so I could survive.
> It just wouldn't be my very own thing anymore. I would feel as if I would
> depend on the marshals good will and not pure coincidence.
>
> What's so wrong about a savage killin' your long played character with one
> stroke of a wooden club ? That's life. It could happen you and me on the
> street. If this couldn't happen we all could start to play a SUPER HERO
rpg.
> It would be like in the old AD&D times when every 8'th level warrior just
> walked through hordes of these little kobolds coz we (the players) new
that
> these little fellows can hit only with a 20. And even then they can only
do
> 1D4 damage. So what! I got about 75 HP ?!?! Doesn't bother me. Hey you
> little town guard with your pike ! Get out of my sight or I'll walk into
> your dukes castle and cut his throat. What only twenty guards ? Pah ! I
> suppose the GM didn't design them too long, so he'll sure cheat his rolls.
>
> For the atmosphere in our posse and sessions it's essential that we fear
to
> die in every battle. Behind every corner can lurk your very own death.
> That's fear and horror, dude. If we wanna survive we know that we've got
to
> work together.
>
> We receive each 3 chips at the start of each session and about one red and
a
> white at the end. (That depends on what we achieved) We play about 5 hours
> in one session and have always enough chips cause we save them and spend
> them careful. If the svage with the wooden club comes on hits my noggin I
> can count on my posse members who do spend their own chips for my good.
OK,
> I understand that you can count on your posse members the way I do if
> they're loyal, but thats the game. And if you're all playin greedy loners
> than you have to deal with it.
>
> I can only speak for myself, but I call it cheatin' not fudgin'. (In the
D20
> system that's different, cause there are no chips and the whole game
balance
> is different.)
>
> Do it as you like in your posse, but I wouldn't like to play in a posse
> where all depends in the end on the arbitrariness of the marshal.
>
> Tenning the Junker
>
> www.deadlands.tk
>
> [Watch out for the DRC - The Deadlands Resource Center, that's comng soon,
> we're wokin' on it each day !]
>
>
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