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Re: [HOE] "easier" junker rules



Mads cience was back in the day when tec was deadly to
the creator.  That was when people were "creating the
technology".  Trial and error were all part of it and
sometimes you would have more error than trial.  

"Oops, Jenkins lab just exploded.  Wonder why that
happened."

Turned into 

"Never use bean dip as a coolant for your reactors. 
It does not cook your food evenly, nor is it safe"

Junkers know this from the Men and women of the past
that gave up their character sheets for the cause of
progress.  Now, in HOE, not only do we have the tec
and the common sense, but we also have these nifty
little spirit guys that tell us the right way to make
a cool affordable junk.  No strings attached (unlike
with Manitou's and their odd sense of humor).  

Both should be separate, as they are two differnt time
periods, with appropriate backgrounds.  Let the
Junkers be, it is hard enough to dig thru what is left
from the effects of the "New Science" to make their
devices now.  Being confused out in the wasted west
will only get you killed quicker (if it was not quick
enough as it is). Give the little guys a break.
  ;)

Carl  


--- Jim Burzelic <zombi_bobb@yahoo.com> wrote:
> Shane's description of Epitaph #4 had something that
> jumped out at me.
> 
> Easier Junker Rules
> 
> Maybe these were discussed while I was off the list
> for a while (which
> would explain why no one really responds to my
> queries) or maybe Shane
> just decided this for streamlining sake. But is
> anybody else at all
> bothered by this? I know that I can still continue
> using the original
> rules, hell, I could continue using the manitou
> beating rules if I
> really wanted to but what this is saying to me is
> that this old version
> will no longer be supported. Maybe I'm wrong, but
> saying they are going
> to be like the MS rules is very disappointing. One
> of the biggest
> reasons I liked both of these inventors the way they
> were is not only
> did they add their own aspects to each game, they
> made the player "act"
> like the appropriate Arcane Background. Mad
> Scientists slapped together
> a blueprint, came up with outlandish theories as to
> why something would
> work, built it and eureka! Crazy science stuff!
> Junkers did something similar. They know individual
> arcane snippets of
> creation, they know all the right arcane symbols and
> rituals. They get
> the right junk together and work out these rituals
> and symbols and
> viola, junk-tech. The player themself essentially
> committed the ritual.
> They sat down, worked out equations and math stuff
> and in the end made
> a neat device. One of the neatest moments of playing
> with the junker
> rules was when I looked at my notebook page when I
> was finished with a
> device. It was covered in equations, crossed out
> extras, little tables,
> arrows pointing to one thing, circles to keep other
> things from
> bleeding into other information. It looked like a
> strange arcane
> scribbling. That was when I realized THIS was
> thaumaturgical diffusion.
> MS inventing doesn't capture the feel of Junkerism.
> I'm sad to see that
> others don't agree.
> 
> Jim
> 
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