From: | Richard Gaywood r.gaywood@**********.com |
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Subject: | Character "classes" [was Riggers and Drones Question] |
Date: | Tue, 28 Mar 2000 14:40:14 -0000 |
>>>>>[I've noticed that when a character "class" gets banned,
it's usually
because it's been tried once, or at least thought through pretty
carefully. When the situation is explained to the players, there's
usually little complaint. Usually, most of them are in favor of it,
with an ambivalent minority.
I do sympathize though. Speaking of banning stuff, I've been in
campaigns where I feel bad for the non-mages, because the majority of
the legwork/recon happens in astral space. What are you going to do
though, ban astral space? The usual solution was to incorporate recon
drones into the recon, and have a couple of people on the scene. If you
couldn't blend into the surroundings, you lost. (You were also usually
a combat monster who didn't mind anyways.) ]<<<<<
I've always felt that one of SR's niggling flaws is the number of characters
who have specialities that take them off on tangents away from the group,
such as mages doing astral reconnaissance. The worst offender, though, has
got to be deckers.
Course, (and I know I'm preaching to the converted), there are ways around
this, and where there isn't you can always minimise the amount of stuff by,
say, using the ultra-simplified decking rules posted earlier for basic
legwork. Still, I always found it useful to encourage my deckers to be a bit
handy in a rumble, just to balance things out a little. Essentially, I've
never really had a "pure" decker - mostly dual-class deckers/sammys, to mix
my gaming notation. Always worked OK for me, although I do kinda miss the
ability to really go to town on a deck run.
Anyway, all the required GM athletics at least give us guys something to
talk about.
-=R=-
http://www.clmconsulting.co.uk
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