RE: Creative players

From: Light Castle <light_castle_at_...>
Date: Sat, 17 Jul 2004 16:34:44 -0400


I agree about the HQ rules. It's so much easier to swing those kinds of things in this system. Now if we can just convince the rest of the world of that. :)

LC

On 16 Jul 2004 at 18:43, Jane Williams wrote:

> What I wasn't expecting was a Paladin, in close combat with both major NPCs,
> to do a successful DI, and as a result, get the Vampire *cured*. No longer
> vampiric. She then came over all Good, spent some time having an affair with
> one of the party, and eventually became a PC...
>
> I knew I'd left it all very open for the PCs to define the ending, but I'd
> never expected that!
>
> And it would have worked *so* much better with HQ rules! Handling high-level
> skills and low level augments from PCs, plus augmenting from relationships,
> under RQ rules, was a pain! Very much "GM winging it - trust me!"

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