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[HOE] re:...Crazy Junker



<<I think Steve hit on the major point: if you're unfamiliar with the
junker rules, don't let people play junkers, pure and simple.  There are a 
lot of things that the Marshal is supposed to handle with junker
devices (stability checks, taint) that you won't know how to do unless
you read that book.  And that's assuming the purest inentions on the part of 
the junker player.  If he wanted to pull the wool over your eyes, it'd be 
really easy.>>

I just wanted to voice my agreement here.  Rule #1 in the Good Marshal's 
Handbook states: "If your player think they can get away with it, they will 
most certainly try."
Like Steve and Rich said, anything that powerful should call for the Marshal 
to sit down with the player (before or after the gaming,) and go through 
exactly how the gun was built.
If it were up to me I'd either: make it the size 'big and heavy' like Rich 
pointed out. Or I'd make the Ammo costly or difficult to come by, (better 
still speciality ammo that requires the Ammo power and a long time to whip 
up a batch.) Or I'd give it a really inconsistent Stability.  If it vanishes 
in the middle of a gun fight, your headaches are over and his problems have 
just begun.  Hell, if all else fails just have some Wormlings or Muties 
wander off with it (and a few other random supplies,) during a surprise 
night attack.  Oh yeah, one other thing, like the others said, any weapon 
that uses that many Gun Spirits should call for a serious spirit check (at 
least an TN: 11) to avoid getting the Taint.
I guess my point is you really need to use the ‘Junkman Cometh,' and you 
really need to sit down with your Junker to detail the devices she's 
building.  Remember, YOU are the Marshal, and for the good of the Posse, you 
have the final say on what's kosher and what isn't.
I'm speaking from experience.  I live in Korea, but last year I went home 
for Christmas.  Before I left I had 3 different posses, and they all wanted 
to play when I came back.  So for Y2K (we joked if the lights went out, we'd 
just use candles,) I got together a huge posse (about 10 to 12 people.)  And 
we did have a really good time, the problem was, I didn't have a lot of 
luggage space so I left Brain Burners in Korea, and I made the mistake of 
letting one of my experienced Deadlanders, take both Veteran of the Skyer 
War and Vet. of the Wasted West, when he made his character.  Marshals, 
DON'T EVER DO THIS!!!  It creates a Syker Munchkin Extraordinaire.  That 
plus because I only had a few copies from Brain Burners and not the actual 
book, I misinterpreted a few of his powers and made him even more unGodly.  
When all was said and done we had a really good time, but after the Syker's 
player left, almost everyone asked if thy could play without him next time.  
And I realized that I hadn't been a good Marshal, because the posse didn't 
hate the player they just hated his Syker.  And all that because I didn't 
have the material I needed, so I couldn't reign him in and he spoiled a lot 
of the fun.  As a good Marshal, you have to be able to make it fun for 
everyone, not just the Munchkins in the posse.
Just my take on your problem.  Take it or leave it,
-Marshal Gus_Bus
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