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Re: [BNW] More Crescent City comments
>I got C-squared a few days ago, and was impressed as always with the quality
>that goes into BNW books. I like the geography and NPCs given in the book,
>although i do wish there had been a better city map (This is purely a selfish
>wish ... I am seriously considering getting an artist friend to take the map
>and previous sourcebooks and make a gas station style city streetmap with me).
> I also liked the power packages, especially the Lazarus and the Paralyzer.
>The adventure in the back was a welcome addition as well -- it's always nice
>to see how the designer uses his own world.
Yeah--I like to see at least one adventure in a world, especially one
that is a little different, to see where at least *someone* thought a
campaign should go.
I was unhappy with the lack of full map myself, alhtough I understand
why it is the way it is. I was thinking of taking some graph paper
(using the example in the book, there are about 20 streets to a
page). That's about 30 pages though, so I'll have to tweak that.
I'd only need the neighborhoods they play in the most, so that's ok.
:)
The only thing that irks me is the numbered streets. Boring.
(Although perfect for a created city like this). I suppose it comes
from living in Arlington, VA where half the streets are numbered, and
it's hardly planned. There are plenty of streets with the exact same
name too...
>Now my 2 cents on the Timetripper ... I like it.
:) Fair enough. Go for it. I still think it is a stupid power
package. The trick you give would help, I suppose, but I still
wouldn't allow it. Good thing you aren't me. :)
I'd like to see how all these folks who like the power feel after
they run some sessions with a PC Timetripper who uses the power to
its fullest. I'd be very interested in a review.
>PS: This new trick is also my way of introducing a mechanism i use when
>running BNW - spending a DP and making a hard roll to pump the level of a
>power, letting it exceed its normal limits. It seems to work pretty well ...
>what do other people think?
I let people design new Tricks on the fly. Spend a Delta Point, roll
(without the bonus--but can spend more to get bonus) and if you
succeeed, you mark it down. 3 times of this, and its yours as
normal. I see Tricks as being exactly as you say, "exceeding the
normal limits," so it works out well, Not that my players take
advantage of it...but despite the fact that most of them are also in
my Fudge game, where they use their Fudge Points all the time, they
rarely use their Delta Points. Odd, that.
Jennifer
The White Crow
FUDGE Deryni and Brave New World stuff:
http://www.io.com/~whytcrow/
"I love being married. It's so great to find that one special person you
want to annoy for the rest of your life." -- Rita Rudner