RE: Re: Saga system

From: Jane Williams <janewilliams20_at_...>
Date: Tue, 18 Jan 2005 19:18:30 -0000

> I'm going to propose another method - though I think it'll
> probably not be satisfactory to Jane.

I bet I can nick bits of it.

> Then, before every adventure, I'd ensure that there was some
> downtime. Next, I'd look at the character sheets, and figure
> out how many keyword levels they'd need to get their
> abilities up to where they needed to be for the next
> adventure, and assign them in a directed manner to get them
> to that level. Then I'd come up with an explanation of just
> why they got precisely those levels in the interrim, by
> describing the downtime action appropriately.

And I think that would work, but you're right, I don't like it. It takes control away from the players and hands it to me. And I'm allergic to the idea. But if I suggest to them that adjusting certain areas would be good... And let them do their own explanation...

I don't really do "scenarios", either. My players do whatever they want to do next - they tell me they want to go to X and find out about Y, and I go and do a bit of prep deciding what else they'll meet that they weren't expecting. So when *they've* decided, not me, to go to the Frozen Wastes and hit things, they won't need much of a hint to do some snowshoe training and combat practise.

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