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Re: [HOE] New Junker power
>I like it...
Groovy.
I love
>the slot costs of everything,
That was the most difficult part of the whole design process. Originally,
all the slot costs were a lot higher; lots of 0.5's, 1's, and 1.5's. I
quickly discovered that making a simple half-dozen doses of a Brainburst
lookalike took WAY too much time and resources.
but a cuple of things I used that I think
>would make it a little more so:
>
>Spirit Weapon
<SNIP>
You know, I also sat down and thought about this when I was designing the
power (I did a LOT of thinking. Lots of thinking, very little doing.), and
it just didn't sit right with me. Not just specifically what you wrote up,
just anything having to do with Spirit.
I didn't really want to make Alchemy 2.0 when I designed this. Alchemy fit
with the thematics of the original Deadlands well; snake-oil salesmen
promising elixers that would give you increased constitution, talk with the
dead, grow back hair instantly...stuff like that fit the kind of style
Deadlands was aiming for.
In HOE, on the other hand, it just didn't seem right for Junkers to be
making pseudo-magical potions and stuff because that's just not (to my mind)
how Junkers work. They may USE magic to accomplish their goals, but they
don't design with magic in mind; all Junker science IS science if only at
the beginning. Stuff like magic elixers gives way to experimental combat
drugs and the latest in superantibiotics. It's a whole different paradigm.
Also, I figured it would make an already-long power even more unwieldy.
But hey, I'm certainly not saying "Don't do that!" These are unofficial,
home-brew powers, so feel free to do what you wish. I'm not trying to lay
down the law, just give a little insight to my creative processes (mainly
because it gives me an excuse to avoid wracking my brain over the third
power, which should be up sometime late tonight or tomorrow).