From: | Robert Nesius <nesius@******.COM> |
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Subject: | Managing Slots (was: Re: Randomizing PC generation) |
Date: | Sat, 19 Sep 1998 23:10:25 -0800 |
in my game, the only aspect I really manage strictly are mage slots.
We just rolled over to SR3. I had everyone make a non-magical SR3
character. Then I told them to give me a mage application if
they wanted to play a mage. If there is one thing that SR2
got right, it was their quote in the beginning of the magic section:
"Magic is Power." A badly written mage character can really hurt
the team.
On a more long term basis, we tend to allow "two mage slots"
in a group of 5-7 people. One physical adept slot, one
rigger, no deckers, rest mundanes. That doesn't mean the rest
are street sams by any means.
If a character in a mage slot is killed, the slot is opened.
Unless the mage died on the first run or two, it's generally
accepted "That was his chance," and someone else will get a
shot at playing a mage for awhile.
Perhaps that sounds somewhat tolalitarian on my part, but it
all works out well, and the players seem cool with it.
-Rob
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Robert Nesius | Forget that polygon/second crap. Angband beats all
nesius@******.com | "next-gen" games, and does so w/ ASCII characters.