RE: Re: god talkers

From: Mike Holmes <homeydont_at_...>
Date: Wed, 22 Dec 2004 14:34:17 -0600

>From: bethexton_at_...

>I guess the other simple way you could play it is let both keywords
>at 17, just so long as it feels right (i.e. no min-maxing action, the
>character seems reasonable to the narrator and balanced with the
>other heroes).

If it's a balance issue, just let everyone else have another keyword at 17. This is about what I do normally. Keep in mind that the "starting character" is a noob. Adding another keyword at 17 is not only not overpowering, it's just broadening a noob a bit. Think of it this way, it's only 5 "Keyword Levels" going from none to 13 and then on to 17. That's no different than giving out one keyword at 2W. Personally I suggest allowing players to have the levels and spend them however they see fit. So one might have one at 2W, another two at 17, and another one at 13, and another at 1W. Whatever best delineates the character.

People seem reticent to play with adding to keywords, but it's been all good stuff in my experience. Simply take the most "advanced" character concept, figure out how many "levels" of keyword you need to make it work, and give the same to all the other players.

Mike

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