Dare I ask what GNS lingo is?
I'm finding the discussion of mook mobs and varying the challenge tracks rather interesting.
In my post apocalyptic "awakened world" game, I've been having "squads" of bad guys, more or less mooks, be a single challenge track.
For example:
/ / Rifleman down -1 to next action
/ / Machinegunner down -1 to all actions in scene
/ / Team leader down -1 for awhile
/ Squad taken out.
It lets the commando death machine go hog wild with his assault weapons and explosives, without going into a lot of work over area effect stuff.
----- Original Message -----From: IagoSent: Friday, July 16, 2004 12:07 PMSubject: Re: [FateRPG] Re: Ack! and Mook-mobsOn Fri, 16 Jul 2004, Mike Holmes wrote:
> >From: Robert Donoghue <rdonoghue@...>
>
> >Well, there's the $64,000 question in my mind: do tactics
> >matter with mobs?
>
> Wow. Rob, your suggestions in this post suggest to me that
> you are really very conflicted over GNS priorities, and
> what the system should support.
I should note that in general I (and I think Rob at least
to some extent) find the GNS lingo to be bunk. It has too
much of a taint of navel-gazing academia to it, for it to
feel like something I can make much use of.
<...>
> If you would feel better taking this discussion elsewhere,
> let me know.
If you do, please make sure I stay in the loop. :)
--
Fred Hicks * "Curse you iago and your fast fingers!" - Rob Donoghue
Co-Author of Fate - Managing Editor of Fudge Factor - The 'fan' in fanatic
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