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Re: [BNW] Various
PEGMatt@aol.com wrote:
> As for the power packages:
>
> I certainly wouldn't mind a better name for them. All suggestions
> will be entertained.
Can depend entirely on the "explanation" behind the superpowers --
both "real" and "imagined". I.e. if people "believe" the powers
to come from one place, they will name them after it, whether or not
it *actually* comes from it..
So, if there is a DNA explanation, you already have several
suggestions: strands, coils, links, chains, etc.
If they all are believed to stem from a single point, they could
be "power branches" -- another thing which can suggest change over
time, evolution, variation, etc. (I.e. further down the branch.)
If the book's perspective is the categorizing govt, consider something
along those lines: categories, sections, files, as in "category 9
powers", "section A", "File 42"... Or classes, or some Latin-y
terms..
Or maybe an acronym? SNA's (s-n-ays) [Super-Normal Abilities],
Extra-Normal Facilities (XFAC.. XFACtors?)...
You already have a term, right? "Deltas", I think you called them..
You could consider using Greek letters, but that would get confusing..
But "Delta strands" sounds interesting... Suggests that you "weave"
a superhero by taking a "normal" and mixing in some "Delta strands"...
Or "Delta factors"..
Just some ideas...
> I'm pretty set on using the power packages. This is not a game in
> which any kind of hero fits in. There's a distinct power level for
> one. Also, certain kinds of heroes just don't fit the theme well and
> can alter the game substantially.
The trouble mostly stems from the term "superhero game"... I think
most of us immediately associate the term with open, four-colour,
wide systems without much background. What you are suggesting is
more in line with more modern games, where the characters are natural
outgrowths of a larger story, generally both empowered and engrossed
within it. The types of characters are a direct result of the genre,
*especially* those with supernormal abilities.
At least, that's what I'm perceiving... ;) S'cool, sounds
interesting, and I'm probably going to pick it up anyway..
> Personally, I find systems that require me to spend hours on
> character creation a bore. I don't see the power package system as
> limiting. I see it as saving me and my Narrator hours of work on
> balancing a hero and making sure he fits in with the setting. The
> idea here is that the work's been done. It's just that we've done it
> for you ahead of time.
Actually, it is not the process of making characters that I find
boring, and I most certainly have spent hours making a *character*...
But hours spent basically balancing numbers through complex number-
associations (formulas) is a bit tiresome.
The key to the packages thing, though, is to make sure there is
enough choice so that character A and B can be similar but not the
same.
But, I suspect you know all this, anyway.. ;)
> True, that's not going to satisfy those players that like to tinker
> with rules, but hey, you guys aren't going to stick to power packages
> anyhow are you? You're going to come up with your own, and that's
> fine. In fact, it's great. Come up with new ones and send them in.
> We can always use more ideas. ;
Once the game is out, you likely will... But the genre must be
detailed enough that people have some idea what "fits" and what
doesn't... Another thing I don't have to tell you, I suspect...
> Thanks for the feedback.
Thanks for listening! ;)
MK
--
the encaffeinated ONE -- LIVE! from minbar!
Mark K. <kilfoilm@nbnet.nb.ca>