Re: Re: Questions from our first session

From: bryan neff <nagilfar_at_...>
Date: Mon, 8 Jan 2001 19:02:13 -0800 (PST)

> Ah, I had wondered. Some of the examples seemed to
> have caused some
> trouble for us explain-it-all-away folks. =)

I hear you. I often write before I think and I see that is a no-no with you guys--anything is game for analysis. =)
>
> But yes, most stuff stacks up nicely. Just plain
> old plusses and
> edges.
>
> > Gotcha--what about using GM discretion as the flow
> of
> > the game dictates?
>
> I don't roll for NPC's -- at least not during the
> game (I might do it
> before hand). But if you want to say 'sure, have a
> +2' -- that's one
> of the things that does speed things up. It depends
> on the player's
> mood really -- sometimes we're in a 'roll the dice'
> mood. Sometimes
> we're in a 'get the show on the road, damn the dice'
> mood. I'm not
> foolish enough to buck the tide...
>
> Again, your group may differ. Dave's 'subtract the
> difficulty' method
> works alright -- we've tried it out but it can give
> some very high
> bonuses when you've got a good skill (But my group
> has learned the
> joys of going for the +5 (5w difficulty) with their
> powerful
> affinities...

If I create an NPC who isn't powerful enough to challenge the PC's, I have no hesitation in beefing the NPC's up on the spot--its the art of balancing fairness, challenge, and that random element so its not all some predestined story. Initially, that is what I feared with the rules lite HW--but it actually is quite rules heavy it seems at the outset. Its hard to tell, I haven't learned a new RPG is a while.

Thanks all.



Do You Yahoo!?
Yahoo! Photos - Share your holiday photos online! http://photos.yahoo.com/

Powered by hypermail