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Re: [BNW] white House Snuffer Fields
>AND, it has already occurred to my parties Gadgeteer that if you can make a
>device that snuffs powers, you can make a device which sustains them in
>opposition.
Sure. Plus such a use of anti-snuffing is publicly documented (in Truth's
report of the Defiance attack to rescue Patriot mk. 3).
But keep in mind that basically, a PC Gadgeteer is intended to have one
Gadget active at a time. Okay, so he's got an anti-snuff suit. He wears it
and...what? His ability to create an anti-snuff suit is now impeded. Or he
can loan it out to one of his fellow Defiants (or whatever) and he
does...what?
>AND SINCE I have NO #$)#$(@)ing clue as to how/why the suppression field
>works. AND no #)$(#)(ing clue as to the 'source' of delta powers. I am left
>hanging in the wind, and making a ruling in absence of information from the
>"META-PLOT" which could torpedo my future use of any product put out.
*yawn* And again, so what? Why do you need to know _how_ Delta powers work
to figure if you can suppress them. Run suppression fields whatever works
best for your campaign (if at all - are they really critical to a campaign
that you run?). Again, check with Matt and see if he feels that you _must_
use stuff he includes later that may torpedo your campaign, over stuff that
in your best judgement you put in that works for your specific campaign.
His response will apparently surprise you.
Again, this is nothing unusual for meta-plot stuff. If I may make a few
examples...?
1) Vampire. In the first year, there was a mention of werewolves as
opponent. No specific rules were provided for them, and basically the brief
guidelines for NPCS that were provided...well, sucked. And players may very
well have wanted to play vampire/werewolf hybrids. Judging from the current
level of response here, people would complain that they couldn't run
werewolves "right" because there weren't adequate rules, they didn't
understand the nature of vampires enough to determine if you could have
vampire/werewolf hybrids (something Gangrels in particular might be
interested in becoming more fully), that the werewolves they created would
be contradicted by any attempts on White Wolf to release later Werewolf
rules, that suddenly werewolves became wimpy overnight (the original
Vamp-rules for werewolves made them overpowered, although they still
sucked), etc., etc.
2) Torg. In the original sourcebook there was a brief blurb on Orrorsh, the
Realm of Horror. Basically, you got some vague background, a couple of
Victorian character templates, and some average horror "monsters." It took
them a _year_ to get out an actual Orrorsh sourcebook. And when they did,
there were a whole bundle of new Fear-type rules, new Occult magic (which
bore little resemblence to the magic the original templates had been given),
etc., etc. And yet...*gasp* Torg somehow managed to go on for four more
years despite this. No one was worried that the rules had "changed"
basically overnight for Orrorsh characters.
3) Deadlands. The rules for Hucksters have "evolved" from having to buy
levels in individual Hexes to buying one over-arcing Huckster skill under
which all Hexes are cast.
*****
Rules, background info, source material, etc., evolve, change, and adapt in
any RPG. I think I asked Mr. Davis earlier and never heard his response
(although a couple of others weighed in), but how specifically does
ignorance of the true "source" of delta powers impact his campaign? Again,
we've been told what the "problem" is, but not _why_ it is a problem.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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