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Re: [BNW] Shooting Skill
>From: "Mattias Johansson" <chaoslord@telia.com>
>
>Hi guys,
>
>I wonder if you have had this problem;
>
>My player decided they all needed a shooting skill of +5! (Allright one of
>them switched this for Archery.) Then they used up all their money to get
>really! packed with Hardware!
>
>Now all they do in a conflict is drawing their guns, and start to shoot
>everybody who oppose them. I think this is not the way to play this game! I
>belive that the groups should explore each others powers and get around
>things their own way. Not just blast throught the gateway to the goal.
>
What powers do they have? One gets the impression there aren't any Blasters
in your group, for instance: it's hard to believe someone with that package
would bother with a gun.
Ditto for Goliaths and, to a lesser degree, Scrappers.
On the other hand, let's face it: there are some power package/character
types who probably are going to do this. The Hacker or Smuggler or Sneak,
for instance, is probably going to want to contribute in combat!
>My own solution is to have to increase the Weapon Skill of their Enemies
>and eventually "kill of" some the heroes. Build new ones with a harder
>check in the generation process.
First of all, make sure they have more opportunities to play with their
powers if their non-combatant types. Have the Sneak or the Hacker (or
whoever in your campaign) have to be doing something else as the combat
occurs, but something interactive. Have the Hacker keep rerouting security
signals every turn so that the rest of the complex doesn't find out about
the ongoing firefight elsewhere. Or have the Sneak have to move from point
to point, disabling sensors. Do NOT have them have to get somewhere, make a
single roll, and then do nothing while multiple rounds of combat go by
elsewhere for the other PCs. They'll be bored out of their skulls. :)
Second of all, don't kill the PCs off just for that. They're doing what they
want to do. Of course, if they're emphasizing combat...well, that's what
they're going to get. To some degree, you should increase the firepower of
the opposition. I wouldn't kill them, but your PCs should soon realize it's
no fun sitting around recovering from wounds.
The third thing is make sure that their goals _can't_ be met by just lasting
through a gateway to their goal. Obviously combat shoudl play some part,
since that's what your characters want. But that should only be part of it.
Limit them so that the only way they can accomplish their goals _is_ to use
their powers. Then toss in some combats with people of equal skill, not to
overwhelm them with opposing firepower, but just to challenge them. Get them
wounded without killing them, and then emphasize the fact that as a group it
takes time to heal (unless they have a Healer).
Hope that all helps.
>But I am not inclined to kill fresh Heroes to stabilaze the game. My
>players seems to enjoy the world, but it is to easy for them with the skill
>of +5.
>
>If anybody have some que directives, just let me now.
>
>------------------------------------------------------
>Mattias Johansson
>chaoslord@telia.com
>==============================
>The evil that men do lives after them,
>the good is oft interred with their bones.
> Shakespear, Julius Ceasar
>==============================
>
>
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---
Steve Crow
"Logic merely enables one to be wrong with authority."
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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