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Re: [BNW] Power Package Templates





Kirk Monsen wrote:

> Not to gripe about the existing power packages, but it
> seems a major theme in BNW is the 'It's your game, do
> as you want rule'.

This should (at least IMO) be a theme in any RPG.

> I like that rule, it's nice to be
> empowered to tweek the system as needed, but at the
> same time it sucks when a future suppliment comes
> along upsurping your authority.  I know the arguement
> has been made that if you design a power package, and
> a future suppliment has a similar package, then it's a
> different package.

It is annoying at times, but there is no way to avoid it.  If
AeG/Pinnacle had held off releasing BNW untill all the charecter books
were done, it would likely still be being workied on.  And then it can
be argued that they should wait until have all the sourcebooks done as
well.  So as well as time consideration the company is making a huge
initial investment on a system when they don't know if people will
support it.  (Though if Pinnacle is involved I'll buy it.  :-) )

Pinnacle have learnt from HoE that the rulebook/world book should be
released together, and character/source/adventures should follow
steadily afterwards.





>

> Personally I like being able to
> design a package, knowing that a future suppliment
> will have a similar one which isn't more or less
> powerful.  Anyway the idea I had in mind is - Power
> Package Templates.  These arn't power packages per
> say, but guides in creating power packages.  Here's an
> example:

The Archetype Archetype?  While useful in creating new powers, it may
also limit creativity when designing new powers.  The Elementalist
powertypes come to mind... they are nothing like the official powers.


>
>
> The Specialist
>
> Powers:  +5 on a specific skill roll, plus a power
> related to skill.
>
> Tricks:  You decide, but related to power.
>

I definatly agree with this.  There are quite a few examples of this in
the books.

> Call the wild- Again it would be useful to have an
> animal handling skill, but then I don't see why people
> can't invent skills.

As you said before, 'It's your game, do as you want'.  Animal handling
in not needed by BNW the same way it is in, say, a western setting.
Since 99% of people will not have this skill thre is no need to include
rules for it.  Just make up a new spirit based skill.

>
> Finally, what is Truth?

Wow.  What a deep question.  :-)

Assuming you are refering to truths delta power and not debating
subjective vs. objective reality and it's relation to knowledge, this is
another power that will be released in a source book (the defiance
book?) along with bomber (the hobo who blows off his hand at patriot in
the descriptive part of the worldbook).  Or you could make it up, as you
have done.