Digest Archives Vol 1 Issue 32b
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Desmarais, John <BR>
From: <A HREF="mailto:owner-champ-l-digest@sysabend.org">owner-champ-l-digest@sysabend.org</A> <BR>
Sent: Thursday, November 05, 1998 4:23 AM <BR>
To: <A HREF="mailto:champ-l-digest@sysabend.org">champ-l-digest@sysabend.org</A> <BR>
Subject: champ-l-digest V1 #32 <BR>
<BR>
champ-l-digest Thursday, November 5 1998 Volume 01 : Number 032 <BR>
<BR>
<BR>
<BR>
In this issue: <BR>
<BR>
Re: Physical Stat Limits <BR>
Re: Did you have to do that?!? (A Question rears it's ugly head) <BR>
Re: MUCH-OVERUSED FANTASY RPG CLICHES <BR>
Re: Requests for the list <BR>
Re: Star Trek Campaigns (was Re: Howdy!) <BR>
Re: Incorporating Myth without stepping on religion. (LONG) <BR>
Re: Expanded gestures and incantations <BR>
Re: Everyimmortal skills [long] <BR>
Re: Jumping on the latest fad... <BR>
Re: Plants <BR>
Re: RSR and VPP <BR>
Re: Everyimmortal skills [long] <BR>
Re: Followers/Vechiles/Automatons/AI in a VPP <BR>
Re: Look Out! It's Mr. Fist! (SFX: Multi-SFX Gauntlets) <BR>
Re: Game Preparation / was Need help with plot [long] <BR>
Re: Favorite NPC's <BR>
Re: MUCH-OVERUSED FANTASY RPG CLICHES <BR>
THIS IS BLOODY RIDICULOUS!! <BR>
Re: Limited Power: Statistic check negates power. <BR>
Re: What is Dark Champions anyway (the genre, not the book) (Re: Batman) <BR>
<BR>
---------------------------------------------------------------------- <BR>
<BR>
Date: Thu, 10 Sep 1998 00:51:32 -0700 <BR>
From: Rook <<A HREF="mailto:rook@infinex.com">rook@infinex.com</A>> <BR>
Subject: Re: Physical Stat Limits <BR>
<BR>
What I've found works best is to not tell them the max. Tell them the <BR>
average they should shoot for. Then emphasize that going above or below <BR>
that average should result in a balancing off somewhere else (stats or <BR>
otherwise as you see fit). Don't let them know how you'll judge this; <BR>
but that you will force rewites if they get to far off. <BR>
<BR>
This forces them to be very cautious the first time around. They know <BR>
you'll toss the sheets if they step out of bounds, but they don't quite <BR>
know what the limits are. So they'll likely be a bit more careful to be <BR>
sure they can justify anything they try. They're also much more likely <BR>
to stick to the average, or actually lower X if they raise Y. <BR>
<BR>
On your own end; you can predetermine the max or just wing it by feel. <BR>
I myself never did determine the maxes I would allow. I've had decent <BR>
results comparing how well what I get compares to the averages I asked <BR>
for. <BR>
<BR>
Tokyo Mark wrote: <BR>
> <BR>
> I'm working on a new campaign idea for a (relatively) human level game, <BR>
> and want to avoid a problem I've seen in past games I've run. The last <BR>
> game I ran was fairly fast and loose with limits and despite being human <BR>
> level the average Strength and Dex ended up being 20. I'm trying to avoid <BR>
> that this time around and would like input on how. <BR>
> <BR>
> I've considered two systems already. One is limiting the Strength+Dex to <BR>
> a set number. So, say, if the number is 30 (just an example) then they <BR>
> would have a Str and Dex of 15, or a Str of 18 and a Dex of 12, ect. Or <BR>
> it could be point costs. In that case, 20 points would mean they could <BR>
> buy a Str of 20, but a Dex of 13. <BR>
> <BR>
> Which system do you think would work best? <BR>
<BR>
- -- <BR>
Rook ¿Õ ¿ë ±â WebRPG TownHall Magistrate townhall.webrpg.com <0){{{{>< <BR>
__ Super WebRing <A HREF="http://orion.supersoldiers.com/heroes/webring.html">http://orion.supersoldiers.com/heroes/webring.html</A> <BR>
/.)\ Nothing vast enters the life of mortals without a curse. <BR>
<A HREF="mailto:\(@/">\(@/</A> <A HREF="http://www.infinex.com/~rook/SH/">http://www.infinex.com/~rook/SH/</A> Super Hero RPG Site <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Sun, 16 Aug 98 00:31:44 <BR>
From: qts <<A HREF="mailto:qts@nildram.co.uk">qts@nildram.co.uk</A>> <BR>
Subject: Re: Did you have to do that?!? (A Question rears it's ugly head) <BR>
<BR>
On Sat, 15 Aug 1998 10:59:04 -0500 (EST), Jason Sullivan wrote: <BR>
<BR>
>On Sat, 15 Aug 1998, qts wrote: <BR>
>> On Fri, 14 Aug 1998 17:05:52 -0500 (EST), Jason Sullivan wrote: <BR>
>> >On Thu, 13 Aug 1998, qts wrote: <BR>
>> >> On Thu, 13 Aug 1998 13:20:34 -0500 (EST), JASON SULLIVAN wrote: <BR>
>> >> >...I must tempt the fates. <BR>
>> >> > Followers in a Multipower. <BR>
>> >> > (Hides from the torch and pitchfork weilding pesants.) <BR>
>> >> NO Way - if you want a 'follower du jour' (qv generic romantic DNPC) <BR>
>> >> then use a VPP - we hashed this out a few months ago. <BR>
>> >What makes a VPP (a power framework) more valid than a Multipower <BR>
>> >(a power framework)? <BR>
>> It's very nature - it's a *Variable* Power Pool. <BR>
> <BR>
> It still doesn't explain the mechanical validity of having the <BR>
>Follower mechanic in a Multipower (which is a Power Framework) and the <BR>
>Follower mechanic in a Variable Power Pool (which is also a Power <BR>
>Framework). I believe, according to the guidelines of all Power <BR>
>Frameworks, there isn't any difference in what powers are allowed to be in <BR>
>a Multipower or a VPP. Special Powers and Talents are allowed in a Power <BR>
>Framework with special permission. In fact, while I think certain Perks <BR>
>could be appropiate in certain Power Frameworks under certain <BR>
>circumstances with special gamemaster permission, I do believe any Perk <BR>
>within a Power Framework is rules mechanics invalid. <BR>
<BR>
I'm not too concerned about what goes into a particular Framework, but <BR>
I guess I don't grok the reasoning of putting Followers in a Multipower <BR>
(and Ultra Slots at that) when the HS already has a perfectly valid way <BR>
of modelling something that's changeable. <BR>
qts <BR>
<BR>
Home: <A HREF="mailto:qts@nildram.co.uk.">qts@nildram.co.uk.</A> <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Mon, 10 Aug 1998 18:24:36 -0400 <BR>
From: "B.C. Holmes" <<A HREF="mailto:bcholmes@interlog.com">bcholmes@interlog.com</A>> <BR>
Subject: Re: MUCH-OVERUSED FANTASY RPG CLICHES <BR>
<BR>
Guy Hoyle wrote: <BR>
> <BR>
> On 8/10/98, at 8:16 AM, Rob Davenport wrote: <BR>
> >But then that brings up the issue of <BR>
> >how best to have players know what their PCs know - "expository lumps" <BR>
> <BR>
> >of text handed out when starting the character or game; note on slips <BR>
> of <BR>
> >paper during the game; rumors etc. heard from NPCs and being told "you <BR>
> >remember having heard that as a child". <BR>
> <BR>
> If you can work it in as NPC knowlegde imparted to players during the <BR>
> course of play, that's preferable. <BR>
<BR>
In a writer's group that I belong to, this is known as the "As you know <BR>
Bob" device, when handled particularly badly. Basically, one character <BR>
quips up, "Well, as you know, Bob, faster-than-light travel has been <BR>
around since the late 21st Century... ever since we first encountered <BR>
the Xoxoll Empire!" <BR>
<BR>
> All the other methods you mentioned above work when something <BR>
> unexpected comes up. <BR>
<BR>
Depending on the information, sometimes I use scene flashbacks. <BR>
<BR>
Y'know, AmoebaMan meets The Salami Samurai for the first time in player <BR>
terms. FADE TO: AmoebaMan's college days, when he'd first met The <BR>
Salami Samurai on a nightly patrol... etc. <BR>
<BR>
It's fun if you can pull it off. Brevity is a big factor... <BR>
<BR>
BCing you <BR>
- ----+----+----+----+----+----+----+----+----+----+----+----+----+----+-- <BR>
B.C. Holmes <A HREF="http://www.interlog.com/~bcholmes/">http://www.interlog.com/~bcholmes/</A> <BR>
"'The Mocking Priestess has a saying,' I told him. 'You can get what <BR>
you want most in life; not even the gods can guarantee you get your <BR>
second choice too.'" <BR>
- James Alan Gardner, _Commitment Hour_ <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Tue, 18 Aug 1998 23:14:07 -0700 <BR>
From: Rook <<A HREF="mailto:rook@infinex.com">rook@infinex.com</A>> <BR>
Subject: Re: Requests for the list <BR>
<BR>
Hello; <BR>
<BR>
In the future please send your list stuff in text format without the <BR>
netscape address card. It will help avoid confuzion what with the many <BR>
different formats used by people. <BR>
<BR>
> 1) Anyone have a summary of the HEROIC ADVENTURES 1 & 2 <BR>
<BR>
I have both, but haven't read them in detail. I can say that HA 1 is <BR>
four color, and HA 2 is Dark Champions. But am told they can both be <BR>
used in other ways. If they're even 1% as good as San Angelo; then <BR>
they're worth their weight in diamonds. And since they come from GRG; <BR>
they're likely not that bad. So far I've been impressed with that <BR>
operation's products. <BR>
<BR>
> 2) Is there any ideas for trick to use with strength or a metalic <BR>
> body. I don't want to have my BRICK character to be too one <BR>
> dimentional. <BR>
<BR>
Well. One trick I used for a brick made of stone in my game was to add <BR>
a cumulative transformation linked to his punches. he slowly turns <BR>
everything he hits into stone. <BR>
<BR>
> 3) Does anyone have any of the Electronic media <BR>
> A) Widows and Orphans <BR>
> B) The Ultimate Magician <BR>
<BR>
I've got the second of these. Very decent item. I'm particularly fond <BR>
of it's section on Voodoo. The Ultimate Super Mage is definatly more for <BR>
super games. But it may have some advice for other genres. It's got just <BR>
enough occult wisdom that people like me can sit down in a game run by a <BR>
GM who has it and only be 80% disgusted with how poorly magic is <BR>
refelcted and a full 100% like usual. <BR>
And that's saying a lot. <BR>
<BR>
- -- <BR>
Rook ¿Õ ¿ë ±â WebRPG TownHall Magistrate townhall.webrpg.com <0){{{{>< <BR>
__ Super WebRing <A HREF="http://orion.supersoldiers.com/heroes/webring.html">http://orion.supersoldiers.com/heroes/webring.html</A> <BR>
/.)\ <A HREF="http://www.infinex.com/~rook/SH/SHlinks.html">http://www.infinex.com/~rook/SH/SHlinks.html</A> Super Hero Links <BR>
<A HREF="mailto:\(@/">\(@/</A> <A HREF="http://www.infinex.com/~rook/SH/">http://www.infinex.com/~rook/SH/</A> Super Hero RPG Site <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Mon, 10 Aug 1998 14:20:55 -0400 (EDT) <BR>
From: Michael Surbrook <<A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A>> <BR>
Subject: Re: Star Trek Campaigns (was Re: Howdy!) <BR>
<BR>
On Mon, 10 Aug 1998, Bob Greenwade wrote: <BR>
<BR>
> >> what about danger sence-'during starship combat'? i have a super-admiral <BR>
> >> character with both of these, does this sound valid? or is it an issue <BR>
> >> batter dealt with by aplication of skils like tactics? <BR>
> > <BR>
> >Danger Sense I think is more suitible for personal combat, not <BR>
> >ship-to-ship. Tactics sounds better. More a case of 'this is what he <BR>
> >*must* do in this situation!' <BR>
> <BR>
> Yes and no. Tactics is good for the general situation, but I've seen <BR>
> more than one work of fiction where the captain of a vessel (space or <BR>
> otherwise) had a sudden instinct that something was about to happen, and <BR>
> was ready for it. This is a pretty clear application of Danger Sense, <BR>
> rather than Tactics (though it could be Danger Sense which Requires Tactics <BR>
> Skill Roll). <BR>
<BR>
Hmm... possibly. It looks like one can get a lot of mileage out of this <BR>
sort of power (linking one power to a specific roll - see my comments on <BR>
Finw Weakness requires Systems Operations roll). <BR>
<BR>
Of course, do then disregard the roll normally used for the power? <BR>
<BR>
*************************************************************************** <BR>
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * <BR>
* Michael Surbrook / <A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A> * <BR>
* Visit "Surbrook's Stuff' the Hero Games resource site at: * <BR>
* <A HREF="http://www.access.digex.net/~susano/index.html">http://www.access.digex.net/~susano/index.html</A> * <BR>
* Attacked Mystification Police / AD Police / ESWAT * <BR>
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * <BR>
*************************************************************************** <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Sat, 29 Aug 1998 00:55:16 -0700 <BR>
From: Rook <<A HREF="mailto:rook@infinex.com">rook@infinex.com</A>> <BR>
Subject: Re: Incorporating Myth without stepping on religion. (LONG) <BR>
<BR>
> >When an author writes a book about, say, an espionage agent, he does not <BR>
> >have to have any idea in his head as to whether or not there really is a <BR>
> >"God" in his book, or what the nature of "God" is. He doesn't need to have <BR>
> >made any decision as to the truth of religion of any sort for his book. This <BR>
> >is true even if the character(s) is(are) very religious. <BR>
> > <BR>
> >The same is true, in my opinion, for a superhero or fantasy novel, comic, or <BR>
> >game. <BR>
> ><snip> <BR>
> > <BR>
> Until somebody wants to introduce God as a character. Or, at least, a <BR>
> character that someone THINKS is God. In a primarily Judeo-Christian <BR>
> environment, Thor is a viable PC. But what if someone wants to play <BR>
> Jehova? (The Christian outlook is that he costs way too many points, I <BR>
> believe. Followers of the Norse pantheon probabl feel the same about Thor.) <BR>
> In the superhero genre, people are always looking for a cool theme for a <BR>
> powerful entity, but some of those entities are sacred/important in some <BR>
> player's beliefs. <BR>
<BR>
Very well said. This was the dilema I found facing me when I got a <BR>
player who proposed a character who in his mind was a valid choice; but <BR>
to others was very much a case of someone else version of Jehova. To add <BR>
to it was a declaration that not only was it the actual figure from <BR>
myth; but it was not a divine being just a very old superhuman. <BR>
<BR>
Which started me down the line of thinking that eventually led me to <BR>
posing the issue here. While I found a solution to dealing with that <BR>
character and those like it; I had not found one that still allowed for <BR>
more minor mythical creatures like Angels, Muses, etc. <BR>
<BR>
- -- <BR>
Rook ¿Õ ¿ë ±â WebRPG TownHall Magistrate townhall.webrpg.com <0){{{{>< <BR>
__ Super WebRing <A HREF="http://orion.supersoldiers.com/heroes/webring.html">http://orion.supersoldiers.com/heroes/webring.html</A> <BR>
/.)\ <A HREF="http://www.infinex.com/~rook/SH/SHlinks.html">http://www.infinex.com/~rook/SH/SHlinks.html</A> Super Hero Links <BR>
<A HREF="mailto:\(@/">\(@/</A> <A HREF="http://www.infinex.com/~rook/SH/">http://www.infinex.com/~rook/SH/</A> Super Hero RPG Site <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Mon, 07 Sep 1998 13:03:18 -0500 (EST) <BR>
From: Jason Sullivan <<A HREF="mailto:ravanos@njcu.edu">ravanos@njcu.edu</A>> <BR>
Subject: Re: Expanded gestures and incantations <BR>
<BR>
On Mon, 7 Sep 1998, John P Weatherman wrote: <BR>
<snip, snip, snip> <BR>
<BR>
> Is it possible that gestures should be upgraded to 1/2 and <BR>
> then allow it to cover the "non-standard" restrainable <BR>
> limitation as well? Or does restrainable need to be <BR>
> downgraded to 1/4 and used with Visible, an additional -1/4, <BR>
> to represent wings that are quite obvious when used, current <BR>
> gestures then becomming Visible & Restrainable by default? <BR>
<BR>
Restrainable is useful for items that cannot be taken away <BR>
permantly, but can otherwise be targeted in combat and possibly <BR>
temporarily negated. It would be the same as Limited Power: Power does <BR>
not function if <insert body part/item here> is grabbed or entangled. So, <BR>
Restrainable is useful for ThunderGod's EB, the classic thrown but <BR>
returning mallet. Gestures would not allow such a construct. <BR>
Also, Wings, if they Cost END to use, would have Visible Power <BR>
Effects, as well as any other power, unless you count an additional sense <BR>
group, like movement or a 'common sense' sense group. <BR>
I do think Gestures is underpriced, but lies more in the territory <BR>
of Fantasy Hero, and thusly a -1/2 or -3/4 Limitation would make for a <BR>
particularily nasty bonus to such a regular genre staple. <BR>
You could always break Gestures down into it's component parts (as <BR>
you did in your last post) and assign values to each component on your <BR>
own, gauging it on how often the character is hit in combat (Limited <BR>
Power: Power not useable if hit in combat before action), how often the <BR>
character is Grabbed or Entangled (Limited Power: Power does not with <BR>
without free movement i.e. if Grabbed or Entangled), and Obvious gestures <BR>
(...not really a Limitation as much as SFX of activating the power). <BR>
<BR>
- -+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- <BR>
"Fools are my theme, let satire be my song." <BR>
-Lord Byron; English Bards and Scotch Reviewers. Line 6. <BR>
- -=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Tue, 11 Aug 1998 09:07:07 -0500 (CDT) <BR>
From: "Dr. Nuncheon" <<A HREF="mailto:jeffj@io.com">jeffj@io.com</A>> <BR>
Subject: Re: Everyimmortal skills [long] <BR>
<BR>
On Tue, 11 Aug 1998, Michael Surbrook wrote: <BR>
> On Tue, 11 Aug 1998, Lockie wrote: <BR>
> <BR>
> > > > you got a problem with giant jungle ferrets? i just figured <BR>
> > > > it was a good tree climbing creature- if it was big enough <BR>
> > > > you could even wrap a saddle around it. i originally considered <BR>
> > > > a type of sloth creature but 'fast moving giant domestic sloth' <BR>
> > > > just sounded silly. <BR>
> > > <BR>
> > > Well... yes. Ferrets don't live in the jungle and (AFAIK) don't climb <BR>
> > > trees. OTOH, the large (extinct) ground sloth would make an interesting <BR>
> > > riding animal, and came with rather large claws for defence. If you're <BR>
> > > thinking of a tree-sloth, forget it, there is not practical way to have <BR>
> > a <BR>
> > > giant version one could use as a riding animal. <BR>
> > <BR>
> > hmmm. . well if it was REALLy big you could put a city on it. . <BR>
> <BR>
> Errr... if what was really big? <BR>
<BR>
The tree-sloth? Damn, that's very cool. A city on a giant tree-sloth. <BR>
Maybe there's a whole bunch of these mobile cities moving (slowly) around, <BR>
and whenever the sloths come together, the cities can trade with each <BR>
other - or maybe they can control the sloth's movement... <BR>
<BR>
The only thing I'd worry about is if the sloth decides to climb a tree (a <BR>
/big/ tree) and hang upside down or something... <BR>
<BR>
Er. Or when it tried to mate. <BR>
<BR>
But would the young ones have little villages on them? <BR>
<BR>
> >and it's not like horses evolved to <BR>
> > have bits of metal nailed to their toenails. . <BR>
> <BR>
> What does that have to do with ferrets? <BR>
<BR>
I think he's saying that since these riding animals were domesticated, <BR>
they could be trained/taught/forced/whatever to do things that they <BR>
wouldn't normally do in the wild. <BR>
<BR>
J <BR>
<BR>
Hostes aliengeni me abduxerent. Jeff Johnston - <A HREF="mailto:jeffj@io.com">jeffj@io.com</A> <BR>
Qui annus est? <A HREF="http://www.io.com/~jeffj">http://www.io.com/~jeffj</A> <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Tue, 18 Aug 1998 00:26:18 -0500 (EST) <BR>
From: Jason Sullivan <<A HREF="mailto:ravanos@njcu.edu">ravanos@njcu.edu</A>> <BR>
Subject: Re: Jumping on the latest fad... <BR>
<BR>
On Mon, 17 Aug 1998, Michael (Damon) or Peni R. Griffin wrote: <BR>
> >Batman and Punisher are both vigilante types who have <BR>
> >lost loved ones by means of violence caused by the criminal element; <BR>
> Batman, however, absolutely despises guns, while the Punisher <BR>
> enthusiastically embraces their use. How do you resolve this for a single <BR>
> character? Multiple Personality Disorder? <BR>
I realized the odd paradox that arose from the combination. Bruce <BR>
Wayne, seeing his parents gunned down at an early age, probally avoided <BR>
firearms all together, while Frank Castle, an adult who had previously <BR>
used guns in his 'mundane' life, chooses them as tool to fight crime. <BR>
If I were to write him up as an 'Almagam,' I would need to <BR>
determine his modus operandi, and into that account of his life, I would <BR>
have to consder what his history was. <BR>
<BR>
> I think crossing Batman with Daredevil would be a little more obvious: <BR>
Good idea... any takers as to who to 'blend' with Typhoid Mary? <BR>
> Wonder Woman and Hawkeye (or Green Arrow) Artemis is the alternate name for <BR>
Hawkeye and Green Arrow was going to be one of my 'easier' <BR>
combinations, since their methods of crime fighting are somewhat similar. <BR>
<BR>
> As for the Punisher -- who cares? Never liked that whole concept. You got <BR>
> lots of big guns. You shoot at people with them. Either you hit them or <BR>
> you don't. If you hit them, they die and you become a murderer. If you <BR>
Well, also, remeber Mr. Castle is a normal human being with no <BR>
admantium skeleton or regeneration or any form of power beyond special <BR>
training and equipment. Honestly, if you were going up against 'villians' <BR>
who might (or might not) be super-powered, you'd better have something <BR>
that can do damage... It's not like he's using Nova fire blasts or heat <BR>
vision or spider-stregnth; just guns. <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Tue, 22 Sep 1998 15:21:45 -0400 (EDT) <BR>
From: Michael Surbrook <<A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A>> <BR>
Subject: Re: Plants <BR>
<BR>
On Tue, 22 Sep 1998, Bob Greenwade wrote: <BR>
<BR>
> At 01:08 PM 9/22/1998 -0400, Michael Surbrook wrote: <BR>
> >So... <BR>
> > <BR>
> >I'm tinkering around with designing a triffid (from "The Day of the <BR>
> >Triffids") and a question arose. Would a very low-INT plant, that doesn't <BR>
> >seem to have much in the way of pain receptors or other intellegence (as <BR>
> >we know it) qualify as an 'automaton'? ie. "Takes no Stun" and "Does not <BR>
> >Bleed" as well as immunity to PRE attacks and Mental Powers? <BR>
> <BR>
> I think there's something to this, at least the "Takes No STUN" and <BR>
> "Does Not Bleed" abilities. <BR>
> You could also define "Plant" as a separate class of minds (per TUM). <BR>
> That way they could still have EGO and be self-willed. <BR>
<BR>
Yes, I mentioned that in the part of my post you seem to have cut out. Is <BR>
"Plant" a class of mind in TUM? I forget. <BR>
<BR>
Hmmm... maybe I should just give them "Cannot be Stunned"? <BR>
<BR>
> >And would it makes sense to just give the triffid scads of Mental Defense <BR>
> >with the SFX 'plant mind'? <BR>
> <BR>
> You could, but I think I'd lean more toward the "class of minds" <BR>
> approach. <BR>
<BR>
I think I'll go for that approach. <BR>
<BR>
*************************************************************************** <BR>
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * <BR>
* Michael Surbrook / <A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A> * <BR>
* Visit "Surbrook's Stuff' the Hero Games resource site at: * <BR>
* <A HREF="http://www.access.digex.net/~susano/index.html">http://www.access.digex.net/~susano/index.html</A> * <BR>
* Attacked Mystification Police / AD Police / ESWAT * <BR>
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * <BR>
*************************************************************************** <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Mon, 24 Aug 1998 07:28:44 -0400 (EDT) <BR>
From: Michael Surbrook <<A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A>> <BR>
Subject: Re: RSR and VPP <BR>
<BR>
On Mon, 24 Aug 1998, qts wrote: <BR>
<BR>
> I've always played that you need a skill roll to change a VPP, whether <BR>
> you're in combat on out. However, it has recently been pointed out <BR>
> that, per the HSR you don't need a skill roll out of combat. <BR>
> <BR>
> So what should be the additional Limitation if you do? First off, it is <BR>
> a Limitation because the PC has to spend time changing the pool, time <BR>
> that he could be sleeping (eg resting overnight at a camp-fire) or <BR>
> otherwise socialising. And, of course, I want it difficult to change <BR>
> the pool. <BR>
> qts <BR>
<BR>
Yes, but the PC should get large bonuses for spending extra time to change <BR>
the bool as well. And if it is goingto take that long to changethe pool, <BR>
just take 'can only chage in bag/between adventures/ and be done with it. <BR>
This is why Iput a flat activation roll on the pool I made, the character <BR>
spends 5+ minutes changing the pool, but it still might fail when he's <BR>
done. <BR>
<BR>
*************************************************************************** <BR>
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * <BR>
* Michael Surbrook / <A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A> * <BR>
* Visit "Surbrook's Stuff' the Hero Games resource site at: * <BR>
* <A HREF="http://www.access.digex.net/~susano/index.html">http://www.access.digex.net/~susano/index.html</A> * <BR>
* Attacked Mystification Police / AD Police / ESWAT * <BR>
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * <BR>
*************************************************************************** <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Tue, 11 Aug 1998 07:22:38 -0400 (EDT) <BR>
From: Michael Surbrook <<A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A>> <BR>
Subject: Re: Everyimmortal skills [long] <BR>
<BR>
On Tue, 11 Aug 1998, Lockie wrote: <BR>
<BR>
> > > you got a problem with giant jungle ferrets? i just figured <BR>
> > > it was a good tree climbing creature- if it was big enough <BR>
> > > you could even wrap a saddle around it. i originally considered <BR>
> > > a type of sloth creature but 'fast moving giant domestic sloth' <BR>
> > > just sounded silly. <BR>
> > <BR>
> > Well... yes. Ferrets don't live in the jungle and (AFAIK) don't climb <BR>
> > trees. OTOH, the large (extinct) ground sloth would make an interesting <BR>
> > riding animal, and came with rather large claws for defence. If you're <BR>
> > thinking of a tree-sloth, forget it, there is not practical way to have <BR>
> a <BR>
> > giant version one could use as a riding animal. <BR>
> <BR>
> hmmm. . well if it was REALLy big you could put a city on it. . <BR>
<BR>
Errr... if what was really big? <BR>
<BR>
> and anyway, ferrets can climb. . <BR>
<BR>
Yes, but trees? Ferrets (and weasels and stoats etc) have awfully short <BR>
legs. Here in America the black-footed ferret is a *burrowing* animal and <BR>
lives in prarie dog tunnels. <BR>
<BR>
>and it's not like horses evolved to <BR>
> have bits of metal nailed to their toenails. . <BR>
<BR>
What does that have to do with ferrets? <BR>
<BR>
*************************************************************************** <BR>
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * <BR>
* Michael Surbrook / <A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A> * <BR>
* Visit "Surbrook's Stuff' the Hero Games resource site at: * <BR>
* <A HREF="http://www.access.digex.net/~susano/index.html">http://www.access.digex.net/~susano/index.html</A> * <BR>
* Attacked Mystification Police / AD Police / ESWAT * <BR>
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * <BR>
*************************************************************************** <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Fri, 14 Aug 1998 07:55:47 -0500 (CDT) <BR>
From: "Dr. Nuncheon" <<A HREF="mailto:jeffj@io.com">jeffj@io.com</A>> <BR>
Subject: Re: Followers/Vechiles/Automatons/AI in a VPP <BR>
<BR>
On Thu, 13 Aug 1998 <A HREF="mailto:opal@technologist.com">opal@technologist.com</A> wrote: <BR>
> Jason Sullivan wrote: <BR>
> > Summoned creatures not necessarily "friendly", summoned creatures <BR>
> > not specific unique creatures specifically "trained" by the spawner to <BR>
> > assist in specific tasks. <BR>
> <BR>
> Niether are critters you grow in a vat... the mad <BR>
> scientist's creation turning on him is classic... <BR>
> well, or a cliche, at any rate. <BR>
<BR>
But certainly not required - or are you saying that any creature a <BR>
character creates is going to want to turn on him? That sounds like the <BR>
game dictating the SFX, which is something that HERO tries not to do. <BR>
<BR>
<snip vehicle stuff> <BR>
<BR>
> I don't think that's how it works... or at least, I'd <BR>
> say it's also a valid interpretation to say that each <BR>
> follower can be different - they're just all built on <BR>
> the same points. At least there's nothing I've seen <BR>
> yet to indicate otherwise. <BR>
<BR>
I was under the impression that when you paid the 5 points for x2, you got <BR>
2 of the same thing, which is why you were getting the big point break. I <BR>
seem to recall seeing bases and organizations built with Agents, security <BR>
guards, scientists and the like all listed and paid for separately. <BR>
<BR>
I would allow some variation - if you had 8 'agent' followers, I <BR>
d say you could define them as having different WFs, etc and still get the <BR>
5 per x2 bonus - but if you had a scientist, a bodyguard, a gadgeteer and <BR>
the like, you'd have to pay full points because they're completely <BR>
different. <BR>
<BR>
> OK, point taken. Still, it's a lot less of a stretch <BR>
> to Summon automata than to put followers in a VPP. <BR>
> Afterall, Automata have point totals, just like <BR>
> creatures. <BR>
<BR>
Er...and Followers don't? <BR>
<BR>
J <BR>
<BR>
Hostes aliengeni me abduxerent. Jeff Johnston - <A HREF="mailto:jeffj@io.com">jeffj@io.com</A> <BR>
Qui annus est? <A HREF="http://www.io.com/~jeffj">http://www.io.com/~jeffj</A> <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Fri, 14 Aug 1998 08:11:39 -0500 (CDT) <BR>
From: "Dr. Nuncheon" <<A HREF="mailto:jeffj@io.com">jeffj@io.com</A>> <BR>
Subject: Re: Look Out! It's Mr. Fist! (SFX: Multi-SFX Gauntlets) <BR>
<BR>
On Thu, 13 Aug 1998, Remnant wrote: <BR>
<BR>
> A quick suggestion that probably has lots of problems. Why not allow <BR>
> attacks that are combinations of Physical Damage and Energy Damage to be <BR>
> affected by Defenses proportionately. If the attack is 60% Energy and 40% <BR>
> Physical reduce the targets defenses by 40% for the Energy portion and 60% <BR>
> for the Physical portion. This only has a chance of being fair if the game <BR>
> has and adheres strictly to a DC/AP limit for attack powers. What do you <BR>
> think? <BR>
<BR>
URK. And I thought Champs combat was slow already. <BR>
<BR>
How about saying to the player, 'look, pick one or the other, and that's <BR>
what the primary source of damage is.' It /is/ supposed to be a <BR>
comic-book superhero-type after all. <BR>
<BR>
Here's my idea(s), three of them for the player to choose between: <BR>
<BR>
1) Pick at creation - you choose, either the flaming dragon punch does <BR>
physical damage or it does energy damage. We don't worry too much about <BR>
the actual physics - anything with a flaming dragon punch or similar isn't <BR>
very 'realistic' anyway. <BR>
<BR>
2) VSFX (+1/4) - lets you switch between 'flaming punch vs. PD' and <BR>
'flaming punch vs. ED'. Go to town, try both, and see which hurts your <BR>
opponent more. <BR>
<BR>
3) Limitation: always applied to higher defense (-1/4) - sort of the <BR>
reverse of 2) above, a kind of disadvantageous VSFX. Whenever the flaming <BR>
dragon punch is executed, it goes against the higher of the target's PD or <BR>
ED. <BR>
<BR>
I guess you could say 4) goes against the average of PD & ED (+0), if you <BR>
really wanted to. There's a bit more math there but it can be done in <BR>
advance and only needs to happen once per person. <BR>
<BR>
J <BR>
<BR>
Hostes aliengeni me abduxerent. Jeff Johnston - <A HREF="mailto:jeffj@io.com">jeffj@io.com</A> <BR>
Qui annus est? <A HREF="http://www.io.com/~jeffj">http://www.io.com/~jeffj</A> <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Mon, 10 Aug 1998 18:39:12 -0400 (EDT) <BR>
From: Michael Surbrook <<A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A>> <BR>
Subject: Re: Game Preparation / was Need help with plot [long] <BR>
<BR>
> > > I'm amazed at the level of detail. Is this typical for game preparation ? <BR>
> > <BR>
> > Uh... no. The game is due to start soon so I've been thinking on how to <BR>
> > do a really cool slam-bang opening scnario. I hope to be able to create <BR>
> > more like this, but normally, I'm much less... detailed. <BR>
> <BR>
> I'd also meant to ask if this was so thorough because it was an introductory <BR>
> scenario. I'm kind of relieved to hear that you don't normally do this <BR>
> much preparation. I felt bad that I'd never played with a GM that evidently <BR>
> put that much preparation into a scenario, and that I'd never done it <BR>
> when I was running my Champions game regularly. <BR>
<BR>
Yeah, well the game isn't due to start foe a while, so this thing keeps <BR>
bubbling away aand getting more elaborate. <BR>
<BR>
> > I think that trying to write stuff like this in the future is the way to <BR>
> > go, it really allows me to plumb the depths of each character. <BR>
> <BR>
> True, but I would imagine you'd start getting into time problems depending <BR>
> on how often you run. <BR>
<BR>
Hopefully, I'll be alternating with anotehr GM, giving me down time to <BR>
create these runs. <BR>
<BR>
*************************************************************************** <BR>
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * <BR>
* Michael Surbrook / <A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A> * <BR>
* Visit "Surbrook's Stuff' the Hero Games resource site at: * <BR>
* <A HREF="http://www.access.digex.net/~susano/index.html">http://www.access.digex.net/~susano/index.html</A> * <BR>
* Attacked Mystification Police / AD Police / ESWAT * <BR>
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * <BR>
*************************************************************************** <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Fri, 7 Aug 1998 13:12:39 -0700 (PDT) <BR>
From: "K. Ulstein" <<A HREF="mailto:kenhar@u.washington.edu">kenhar@u.washington.edu</A>> <BR>
Subject: Re: Favorite NPC's <BR>
<BR>
On Fri, 7 Aug 1998, Bill Svitavsky wrote: <BR>
<BR>
>Interesting NPC's have been mentioned as an element of "Great Campaigns", <BR>
>and I mentioned that a character in my current pirate game, Captain "Mad <BR>
>Jack" McPhee, is one of my all-time favorites. <BR>
<BR>
I GM'ed an Ars Magica Campaign that has made me mildly superstisious. <BR>
One NPC in particular was the cause of my newfound irrationality. His <BR>
name was redric, he was an average run of the mill medieval thief & <BR>
street kid. <BR>
<BR>
What set him apart was his dice rolling. No matter what dice we rolled <BR>
or who rolled them the DICE RESULTS would alternate between critical <BR>
failure and critical sucess. Because of this supernatural game <BR>
mechanic, he quickly became a favorate of the players who could count <BR>
on him to fall of his horse bounce to his feet and gain the inititive <BR>
in one fell swoop. <BR>
<BR>
Over the course of 20 years he gave up his life of crime and became a <BR>
fudal lord with a heart of gold. His luck managed to hold for all <BR>
those years except for the day that everyone died. But that's off <BR>
topic. (Basicly the story is, don't roleplay on friday the thirteenth, <BR>
when you are the 666th visitor to the web page, at your friends house <BR>
where they accidentaly left a ladder leaning above the front door. If <BR>
you do your chracters will kill themselves with an amazing series of <BR>
accidents.) <BR>
<BR>
____----------____ <BR>
Kenji Ulstein <A HREF="http://weber.u.washington.edu/~kenhar">http://weber.u.washington.edu/~kenhar</A> <BR>
<BR>
A knot is never "nearly right"; it is either exactly right <BR>
or it is hopelessly wrong... <BR>
-Clifford W. Ashley <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Tue, 11 Aug 1998 12:21:53 -0400 (EDT) <BR>
From: Michael Surbrook <<A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A>> <BR>
Subject: Re: MUCH-OVERUSED FANTASY RPG CLICHES <BR>
<BR>
On Tue, 11 Aug 1998, Bob Greenwade wrote: <BR>
<BR>
> The problem here is, how to implement it? I see three ways of working <BR>
> it out. <BR>
> 1) Role-play it out at the time it happens. If the players know how the <BR>
> flashback is supposed to end, this isn't too hard, but the problem with it <BR>
> is seeing that the conclusion of the flashback is compatible with the <BR>
> planned adventure. <BR>
> 2) Role-play it out ahead of time. If the flashback is one of those <BR>
> "Previously on our show..." things, this has already been done; the GM only <BR>
> needs to present it to the group (see #3 below). The GM could also work up <BR>
> earlier versions of the PCs' character sheets, have a separate "Flashback" <BR>
> session involving the elements he wants to flashback to, and then work in <BR>
> the conclusion so it leads naturally into the start of the new story. <BR>
> 3) Just write it out, and present it. But how? Write it as prose, and <BR>
> either distribute copies or read it aloud to the group? Write it as a <BR>
> script, and have each player take the appropriate part? Make a short <BR>
> animated video (which actually isn't as tough nor as expensive as it may <BR>
> sound)? <BR>
<BR>
4) if everyone has e-mail, send it that way. <BR>
<BR>
*************************************************************************** <BR>
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * <BR>
* Michael Surbrook / <A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A> * <BR>
* Visit "Surbrook's Stuff' the Hero Games resource site at: * <BR>
* <A HREF="http://www.access.digex.net/~susano/index.html">http://www.access.digex.net/~susano/index.html</A> * <BR>
* Attacked Mystification Police / AD Police / ESWAT * <BR>
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * <BR>
*************************************************************************** <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Fri, 6 Nov 1998 02:42:48 -0600 <BR>
From: "Logan Darklighter" <<A HREF="mailto:logand@cyberramp.net">logand@cyberramp.net</A>> <BR>
Subject: THIS IS BLOODY RIDICULOUS!! <BR>
<BR>
I put on filters at work. Then didn't bother to get back online until a <BR>
couple of hours after I got home. I had to delete over 200 of those old <BR>
bloody messages! <BR>
<BR>
I put up the filter at home and deleted all the messages from that asshole. <BR>
I have been online for about an hour now. I have my email program set to <BR>
check my email every ten minutes. Although it is deleting them off the <BR>
server and therefore not clogging up my mailbox at home, when I check to see <BR>
how many messages it has had to delete each time off the server, I am seeing <BR>
between 18 and 22 messages EVERY TIME! <BR>
<BR>
Do the math people. We are being flooded on purpose for some reason. <BR>
<BR>
I can't afford to go to bed and wake up and have my server clogged with over <BR>
1000 remailed and forwarded messages from this dickhead. Even if I don't <BR>
actually have to read them and delete them from my computer, it's going to <BR>
flood my server and start bouncing other emails if I don't keep my email <BR>
program running in order to keep up with it. <BR>
<BR>
I'm going to go ahead and keep my email program running this night. But if <BR>
something can't be done to stop this by tomorrow, I will have no choice but <BR>
to un subscribe from the list and wait a couple of days before coming back. <BR>
If it's not taken care of by then, I'm just going to have to assume the <BR>
worst and drop from the list permanently. I hate to do it. But I refuse to <BR>
waste bandwidth like this. <BR>
<BR>
- -Logan <BR>
<BR>
- ---------------------------------------------------------------------------- <BR>
- -- <BR>
"God does not play dice with the universe; He plays an ineffable <BR>
game of His own devising, which might be compared, from the perspective <BR>
of any of the other players,* to being involved in an obscure and complex <BR>
version of poker in a pitch-dark room, with blank cards, for infinite <BR>
stakes, with a Dealer who won't tell you the rules, and who <BR>
_smiles all the time_." <BR>
-Neil Gaimen and Terry Pratchett <BR>
_Good Omens_ <BR>
*i.e., everybody. <BR>
- ---------------------------------------------------------------------------- <BR>
- -- <BR>
<BR>
- -----Original Message----- <BR>
From: Scott Nolan <<A HREF="mailto:nolan@erols.com">nolan@erols.com</A>> <BR>
To: <A HREF="mailto:champ-l@sysabend.org">champ-l@sysabend.org</A> <<A HREF="mailto:champ-l@sysabend.org">champ-l@sysabend.org</A>> <BR>
Date: Tuesday, November 03, 1998 10:01 AM <BR>
Subject: Re: Disadvantages for an angelic player character. <BR>
<BR>
<BR>
>>F> Angels, assuming they have free will, <BR>
>> <BR>
>>They certainly do; cf. the fall of the Devil and his angels. <BR>
>> <BR>
>>F> may very well be bound by "Thou shall not commit murder". <BR>
>> <BR>
>>Catholic schollars do not agree. Murder -- the willful and deliberate <BR>
>>taking of another's life -- is murder. <BR>
>> <BR>
>>F> Since killings that are ordained by God are not murder, <BR>
>> <BR>
>>Ordained murder is not a sin, at least not for the angel responsible for <BR>
>>doing murder. <BR>
>> <BR>
>>As I have said umpteen times already: mortal rules do not apply TO THE <BR>
>>CREATOR AND HIS MINIONS!!! <BR>
>> <BR>
>>Please, note the conjunction 'and' in that statement. <BR>
> <BR>
>While I agree with you, repeating something does not make it so. The <BR>
others <BR>
>may disagree. You correctly state Catholid doctrine. They may not be <BR>
>Catholic, <BR>
>or may not care whether the character reflects that origin. Champions being <BR>
a <BR>
>comic-book medium, they may prefer a comic-book angel. <BR>
> <BR>
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <BR>
>For in far foreign fields, from Dunkirk to Belgrade, <BR>
>Lie the soldiers and chiefs of the Irish Brigade. <BR>
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <BR>
>Scott C. Nolan <BR>
> <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Thu, 06 Aug 1998 13:30:39 -0500 (EST) <BR>
From: Jason Sullivan <<A HREF="mailto:ravanos@njcu.edu">ravanos@njcu.edu</A>> <BR>
Subject: Re: Limited Power: Statistic check negates power. <BR>
<BR>
On Thu, 6 Aug 1998, James Jandebeur wrote: <BR>
> > Another power that would work well with this Limitation would be <BR>
> >an Oil Slick (Entangle takes no damage from attack, AoE: Line; Set Effect <BR>
> >[only impairs movement], Does not prevent the use of most accessible Foci, <BR>
> >No walls, Limited Power: Effects of Entangle can be partially [or fully] <BR>
> >negated by a DEX roll). <BR>
> <BR>
> I don't know, here: it almost does it, but you can still break out of the <BR>
> oil slick with strength. Maybe a variation on the infamous "against EGO" <BR>
> entangle, but against Dexterity: you are free from the entangle when you <BR>
> have "broken out" using Dex instead of Strength. Unlike the Mental <BR>
> Paralysis, the target would be able to use what is usually a fairly high <BR>
> statistic to break out, though it would still have to be restricted to like <BR>
> a 2 DEF 2d6 Entangle, or maybe 3 DEF 3d6, so it's probably about a +1 <BR>
> advantage... Need time to think. <BR>
<BR>
While BOECV is already a sufficent game mechanic to represent an <BR>
Advantage on the power, there is no such precident for DEX. The only <BR>
Advantage I could think of that would be applicable would be NND, the <BR>
defense being Flight, Swinging, Tunneling to 'escape' (not touch the <BR>
surface) from the Entangle, and sufficent ammount of water, dirt, dust, <BR>
etc. to negate the effects of the power. <BR>
Also, the Limited Power: Only Along Ground would be needed to <BR>
represent the fact that you couldn't grease people in the air. <BR>
<BR>
You could possibly also Link some kind of DEX drain, or some odd <BR>
kind of Backlash that would cause damage based on the speed your traveling <BR>
if you hit a solid object. <BR>
- -+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- <BR>
"Fools are my theme, let satire be my song." <BR>
-Lord Byron; English Bards and Scotch Reviewers. Line 6. <BR>
- -=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- <BR>
<BR>
------------------------------ <BR>
<BR>
Date: Thu, 10 Sep 1998 16:27:06 -0400 (EDT) <BR>
From: Michael Surbrook <<A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A>> <BR>
Subject: Re: What is Dark Champions anyway (the genre, not the book) (Re: Batman) <BR>
<BR>
On Thu, 10 Sep 1998, Brian Wong wrote: <BR>
<BR>
> So what is meant by the term 'Dark Champions'? <BR>
> <BR>
> Street Level and no powers. <BR>
> Or the mood. <BR>
<BR>
I think a combination of both. <BR>
<BR>
> The book really should have been titled 'Dark Street Level Champions' <BR>
> as that's the genre it covers. <BR>
<BR>
Yes, but there is marketing abd the room on the book cover to consider. <BR>
<BR>
> Which is my biggest complaint about it. When I bought it <BR>
> I was hoping to get a book on running campaigns with dark moody themes. Not a <BR>
> book on running gadgeteers vs. the mob. <BR>
<BR>
I found the intial book to have a lot of nice stuff on investigation and <BR>
criminal groups. There is also some nice stuff about criminal mentalities <BR>
and insanity. <BR>
<BR>
As for gadgeteers vs. the mob? Well, a lot of the genre books (like the <BR>
Shadow, Batman, Punisher et al) has the hero using funky gear to give him <BR>
an edge. <BR>
<BR>
> I think I see a lot of people here using the term 'Dark Champions' in <BR>
> two very different ways. <BR>
> <BR>
> Some of us use it to refer to street level, moody or heroic or campy. <BR>
<BR>
I'd say yes to all but campy. <BR>
<BR>
> Hopefully the second edition of Dark Champions will focus on mood rather <BR>
> than powerlevel; or rename itself to something more fitting. But I doubt it. <BR>
<BR>
Steve Long is on this list. You can direct such a comment to him buy <BR>
putting his name in the header. <BR>
<BR>
*************************************************************************** <BR>
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * <BR>
* Michael Surbrook / <A HREF="mailto:susano@access.digex.net">susano@access.digex.net</A> * <BR>
* Visit "Surbrook's Stuff' the Hero Games resource site at: * <BR>
* <A HREF="http://www.access.digex.net/~susano/index.html">http://www.access.digex.net/~susano/index.html</A> * <BR>
* Attacked Mystification Police / AD Police / ESWAT * <BR>
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * <BR>
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End of champ-l-digest V1 #32 <BR>
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Date: Wednesday, December 30, 1998 02:54 PM</center><BR><BR>
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Web Page created by Text2Web v1.3.6 by Dev Virdi
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Date: Wednesday, December 30, 1998 02:55 PM