Clan-gen.

From: Alex Ferguson <abf_at_...>
Date: Thu, 22 Aug 2002 01:54:21 +0100 (BST)

CC:
> >
> > Clan generation rules. Yay!
> >
> > Cheers,
> > Alex.
>
> And the problem with clan sizes that I mentioned at Convulsion has
> been fixed!

The what now? I plead not having heard this/sleep deprivation/drunkenness/ aging brain cells, as applicable.

To expand my femto- into maybe about a pico-review... This has changed a bit since the good ol' days of the Convulsion (last but two(!)) preview, and the web-applet version, for my money in some respects for the worse, but on balance significantly for the better. It gets rid of what on Murmansk Street they might call the "simulationist crap" (not Greg this time, though!) like tula sizes and hyde productivity, and more to the point makes it rather more "Pendragon style" by giving one things one can use _directly_ in character generation -- and the wyter stuff is nice too. I think they might have gone overboard in chucking out things like "Values" -- those could have been turned into more "Attitudes", too. Also there's the odd wrinkle. Some attitudes _everyone_ gets -- why make it part of a "question" at all, then? Likewise, if no-one ends up with "Hate Dragons", and _everyone_ has "Fear Dragons", why bother with the initial distinction? (I suppose the one purpose in either case would be if one were using a mix-and-match set of questions for some particular special case circumstance.) As a result of the changes (and in some cases, apparently just for the heck of it!), some questions seems to have very little 'determinative' value any more.

Still more (or bigger) pluses than minuses, though, and Damn Good Thing it's actually out there, now!

Cheers,
Alex.

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