Re: god talkers

From: Mike Holmes <homeydont_at_...>
Date: Wed, 22 Dec 2004 14:51:05 -0600

>From: ASHLEY MUNDAY <aescleal_at_...>

>Inferring from what the advanced experience rules
>imply I allow players in my games to have one point in
>a keyword for every year of their lives.

What I use is currently very similar to your system, with a few small exceptions.

Mainly, I decouple it from time. That is the age of a "starting" character is whatever the player wants it to be. Second, when assigning new levels, I go by how "interesting" the times are in which they're living. If it's dull, dull, dull, then I go with the minimum 1 level per year. Otherwise I go much more quickly. At least one level for any significant downtime. Recently I gave out 5 levels for 4 months spent basically in a wartime situation.

Anyhow, this simplifies the calculations. If I want to allow "unbalanced" characters, I'll simply give one player more levels than another at start. What this does is to allow "unbalanced" advancement as well. Which is particularly important for games with long lived races. My Shadow World elves would be really unmanageable if I had to allow them 9000 extra keyword levels (a not unreasonable age for an elf in the game). :-)

But otherwise, very similar.

Mike

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