Re: Buying & increasing (follower abilities and) keywords

From: Alex Ferguson <abf_at_...>
Date: Thu, 1 Apr 2004 00:51:33 +0100


On Wed, Mar 31, 2004 at 09:41:39AM -0600, Mike Holmes wrote:
> I'd agree that limiting a player this way would be a tad overdoing it. But I
> don't like this solution any better. I'll just be adjusting the NPCs the
> same way that I adjust the PCs, adding an appropriate amount to their
> keywords depending on downtime.

If there happens to be any downtime, which is far from being a given. But I get the gist, and yes, this could clearly be generalised somewhat again. Not sure I'm wild about this, as it seems to lead to the somewhat curious disjunct where the player is responsible (entirely) for raising his followers' "ordinary" ability, and the GM (entirely) for their keywords. It'd make more conceptual sense to me to have them both 'jointly managed' in some sense that I will entirely fail to make precise. (Nominate and confirm, perhaps, for you US constitution fans, or some sort of 'mixed initiative' approach.)

A wider question is, how are HPs to be used in making/proposing changes not just to a given character, but his 'environment'. e.g. to related NPCs (not necessarily followers), to more abstract entities like one's lineage or clan (and so on), or even to 'the story' in an abstract sense. My group's been playing around with this to an extent, at least so far as affirming the possibility, but we haven't firmed up on the procedure any beyond "player proposes some change, narrator counters with an HP 'tariff'" (or other indication as to the difficulty/ desirability of doing so).

Cheers,
Alex.

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