Re: Re: Carrying subjecivity WAY too far

From: Jane Williams <janewilliams20_at_...>
Date: Wed, 22 Feb 2006 21:59:28 +0000 (GMT)


> > Oh, yes, in fact move from "Networked computer
> games"
> > to "RPGs", and that's quite close.
>
> Good, hope that helps visualize.

And gets me thinking about the differences between F2F play and PBeM, but that's yet another thread.

> > Ah. Not the way we've done things in the past. I
> think
> > we were on HW rules at that stage, but most HQs
> we've
> > done, "we" were "Humakt". We never set specific
> roles
> > beyond that.
>
> But I presuem *someone* was ultimately in charge, or
> was this Humakt by Committee?

It was, almost. The characters sort of mentally semi-merged, and there was never any argument about what to do, anyway. "Hit it" covered many things. "Be brave" covered others. In most stations, the PC with the most appropriate skill led, others augmented, and who had the lead skill that time varied.

> Parts of it anyway. Other parts are like Zardoz, or
> the Monkees TV show, or
> the Teletubbies, or a Quentin Tarantino film... or
> ALL OF THEM AT ONCE!!!
Only about half those references mean much to me - so I'm a theist wandering the spirit plane, complete with alien world modifier :)  

> > yes, it's the lack of distinction between
> different
> > people's magic that I find disappointing.
>
> I think that's a question for a different thread...

And one that's been started elsewhere.

> > Exactly. That's what I'm saying. So you'd describe
> > the scene one way for Harry's player, then
> describe it another way for Tim's player.
>
> Yes.

And life starts to get fun again...

> Might be an entirely different myth (much like the
> Harry and Tim myths
> above). But you'd know your part (on a successful
> Know Muths roll, if you
> want to be mechanical about it).

*Need* to be mechanical about it - this is a game system.

> > But not for certain, right? In the case where you
> > don't, what do you see?
>
> You start looking for an exit real quick!

Thought so.

Though I suppose if you noticed that you were actually a lot more powerful than the entity you were accidentally facing...? you may not know what obscure myth they're playing with, but if this station is "have a fight", and you can win..?

> "Oh, it sounds like you were doing
> "Orlanth gets a manicure".

ROFL - we'll have to write that one!  

> > > > They can't see you as you at all? Impossible?
> > Any guesses as to the chances?
>
> Well, Kallyr has her "Let you SEE" magic that she
> uses on the Shiprise,
> which seems to be the eye of Rigsdal.

But that quest isn't just HeroPlane, is it? They go on to the Sky World. Checking... yes, p55 is quite specific. God World. Description given of how hard it usually is to see individuals there (no numbers). "God World" repeated several times in the text.

> If I had to
> make a number, I'd look at
> 10w4 in some sort of Vigilence, Truth or similar
> abilty for SEEING like that
> (She's got a 7w2 Star Eye feat, 7w2 Vigilence, plus
> communty support, the +5
> from theStarbrow, and Scriptal Support... ).

Discount Scriptal Support unless you give it to all PCs, too. She obeys the HQ rules (if not any others). But put in a load of motivational augments off her relationships, as well as community support and followers.

OK, so that's the number for the God World. So say 10W2 for the Hero Plane? High enough to be a challenge, low enough to be game-possible.                 



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