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High Stakes: A superhero game using cards and Messengers   Message List  
Reply | Forward Message #10911 of 11215 |
Re: High Stakes: A superhero game using cards and Messengers

--- In rpgwritersclub@yahoogroups.com, "Iconoclast" <iconoclast_@...>
wrote:

> If I may suggest, you may want to put in an Experience Gain guide
for GMs, with a
> mindset of encouraging traditional superhero values. For example,
you wrote that some
> players may choose to kill off villains so they won't be harassed
by them repeatedly.
>
> To counter this, you can offer three times the XP reward for seeing
the criminal is put in
> jail, as opposed to the "hero" snuffing them out. Likewise, there
could be a reward for
> every innocent bystander saved, and maybe double if the hero has
to "take a hit" to save
> an innocent.

I address this in a similar way by suggesting as a second option,
reducing the number of experience points awarded to heroes who kill.
I think this achieves the same affect as awarding more to those who
don't kill, both result in killer receiving less experience that
those who don't and so develop more slowly.

I thought that at only 2 points the rogues gallery gift was rather
cheap.





Mon Dec 15, 2008 4:59 pm

etheruk1
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Message #10911 of 11215 |
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Hello My name is Michael and I've been roleplaying for a long time. I'm always coming up with rpg game ideas. I'll be watching or reading something and it will...
etheruk1
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Dec 2, 2008
9:02 am

... Mutants and Masterminds is the best to date. It's got all the character creation flexibility of Champions, without requiring a spread sheet to create your...
Iconoclast
iconoclast_
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Dec 2, 2008
3:14 pm

... made." ... Whoops! Thanks, I've corrected that now. ... that success isn't so ... yes, but they're still ... failing attempts. ... succeed. Bravado can be ...
etheruk1
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Dec 12, 2008
2:06 am

Why I like luck, it can be good when you do something that makes it all you have, as well as can be a way to say that you have been risking to much for too...
Abrigon Gusiq
abrigon66
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Dec 2, 2008
3:30 pm

... Most RPG's handle luck by using dice, or some other randomizer, to account for this. There's no real point to having a luck stat when dice handle that...
Iconoclast
iconoclast_
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Dec 6, 2008
2:13 am

... players ... I've got to say that I disagree with you over this point. The game I am designing uses dice but also incorporates a Luck score similar in some...
Todd
thirdkingdom
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Dec 12, 2008
2:06 am

... players ... I've got to say that I disagree with you over this point. The game I am designing uses dice but also incorporates a Luck score similar in some...
Todd
thirdkingdom
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Dec 12, 2008
2:06 am

Bravado can carry the day when they need to go forward and not think about things, but sometimes it means they get into serious trouble when they should have...
Abrigon Gusiq
abrigon66
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Dec 6, 2008
6:04 am

With regards to the discussion of luck it is possible for a player character to have ranks in a luck like ability in their Plot pool. During play testing a...
etheruk1
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Dec 12, 2008
2:06 am

... If I may suggest, you may want to put in an Experience Gain guide for GMs, with a mindset of encouraging traditional superhero values. For example, you...
Iconoclast
iconoclast_
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Dec 13, 2008
5:13 pm

... for GMs, with a ... you wrote that some ... by them repeatedly. ... the criminal is put in ... could be a reward for ... to "take a hit" to save ... I...
etheruk1
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Dec 15, 2008
4:59 pm

... You may want to make it standard to all characters (free) to make sure it's not overlooked. Most players will look at a rogues gallery as a hinderance,...
Iconoclast
iconoclast_
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Dec 25, 2008
6:38 am

... sure it's not overlooked. ... than an asset. In many other ... creation points, and I ... Having a reoccuring villain is one of the major differences...
etheruk1
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Dec 26, 2008
11:18 am
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