> 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.
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