From: | Gabriel Sims <grendel_22@*******.COM> |
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Subject: | Karma and Roleplaying |
Date: | Thu, 28 Aug 1997 21:53:52 PDT |
As I have never GM'ed before, I was wondering about Karma awards.
How much? Should I punish players who havn't (IMNSHO) role played well?
Specific Example:
1. The Street Sam with Wired Reflexes...He/She should be on
edge ALL the time.
2. I view Essence as a measurment of humanity (kinda)...Should
low essence characters be less human?
3. Magi are more in tune with emotions and stuff (due to astral
influences) should that be role played?
On another note, how much of the campaign should be firefights and how
much should be detective/footwork? I realize that sometimes the story
calls for a fight (but since I played A_&_ for a few years I'm kinda
looking for something more...) but sometimes fights should be avoided.
(I plan to have the PC's outclassed in most fights. Most players I meet
just don't realize the consequence of carrying assault rifles and
assault cannons: Basically 2-4 Lone Star teams plus air support).
Anyway back to my question, what makes for an enjoyable game balance.
My third question is one I havn't seen answered in the BBB (maybe I
didn't look hard enough). How much money should the PC's have? Too
much is unrealistic while not enough gets REALLY old after a while.
So...how much is good? How much is too much?
Thanks for your help, I'll let you know how the first session went once
I actually get this game off the ground. 8)
Green Dog
======================================================
An upturned tortise is the nineth most pathetic thing in the entire
multiverse. An upturned tortise that knows what is going to happen next
is, well, at least up there at number four.
--Small Gods (Terry Prachett)
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