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Re: [HoE] Templars and Anti-Templars
In a message dated 8/2/99 11:26:49 PM Pacific Daylight Time,
scott_henry@hotmail.com writes:
> I feel making a player make a
> "temptation" roll is a lame cheapass way out for a gm too lazy to think up
a
> way for the player to be tempted to use his powers. I know its rude what I
> said but I hate gms who have to resort to some die roll like this is D&D
> which relies more on dice than REAL roleplaying.
So you don't make scart checks, rolls to resist flaws or things of that sort?
> A true gm would devise a way to get the AT to use his powers and also a
GOOD gm
> would NEVER let the damn AT know the truth about his powers! DUH! Your not
stoping the problem
> from happening if the players character knows! You letting the problem
> happen in the first place AND then only do you deal with it! Just dont let
> the AT know IC where his/her powers come from.
Hehehe. Well, since my munchkin types are the first ones to buy the
sourcebooks
for the players they want to play, that's a bit hard. I think PEG would be a
tad
upset if I told my players to stop buying their products :)
And of course, no self-respecting player EVER reads the Marshal's section.
Uh-huh.
> If I did any die rolling for this it would be cooler to do it in secret to
see if the AT "subconciously"
> uses his powers to save his ass. Then you could tell the player to give
you
> the appropiate chip but dont say why.
I see. So rather than force the character to make a roll and then act on it,
I as GM not
only roll for him but decide what he does and don't tell him. Yeah, I can see
how
that would go over much better with the players.
Sarcasm mode off, my original point was the temptation roll was a way to keep
a handle on an AT run by a serious munchkin. Sure, some players would
role-play
the part properly and not need such a "rule crutch" but such players are, sad
to
say in my experience, rare creatures indeed.
Of course, the golden rule of gaming is keep what you like and toss the rest.
If you as GM think Templars are "too restrictive" and ATs work much better
with your group (scary, but okay), then more power to you. As long as everyone
has fun that's what counts. OTOH, if you want to kind of stick to PEG's notion
of HOE, then ATs are the BAD GUYS, good intentions or not. Whether they
admit it or not, they are tools of the Reckoners who laugh themselves silly
every time a Templar gives up his tabard to become an AT.
Andrew Ross (draxus@aol.com)