Re: simulations in HQ outsourced to Narrator

From: L C <lightcastle_at_...>
Date: Wed, 23 Dec 2009 16:47:47 -0500


Ash says most of it in pithier style than I can.

The other thing to remember is that it doesn't have to be outsourced entirely to the Narrator. The players have input too. If you have a friend at the table who is a firearms expert, let them weigh in on what's credible with the guns. The ammo question only matters if it you need it to matter for genre. In some games, it is worth knowing you only have 4 bullets in the gun, because it makes dramatic sense that it matters. In other games, not so much. (Frex, Raiders of the Lost Ark, where he gets off way more than 6 shots before having to hide in the corner and reload.)

But yes, a lot of it goes into the Narrator and players general sense of what makes sense. And you know what? That's often better than putting in-game number simulations on things because often the game numbers don't usefully match up with the real-world. Now, a good genre pack is going to give you this information where it is necessary for the genre. (A military game should have lots of info on weapons, even if the mechanical effects are negligible - it can radically alter credibility tests.)

LC

Aescleal (Ashley Munday) wrote:
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> A couple of points here...
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