From: | brett@***.orst.edu (Brett Barksdale) |
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Subject: | Starting character restrictions |
Date: | Tue, 10 Sep 96 16:58:15 PDT |
with good results. I learned how to play under a few other GMs and
then decided that I wanted a much lower power game. So, while my
players are very "manageable" stat-wise (don't need freaky Move by
Wire 4 monsters to scare them - normal guards do just fine), I
am thinking that my second campaign (whenever it happens) will use
some tighter restrictions. What do some of you think about these:
Starting characters....
can't have any alpha-grade or better cyberware (already used this).
can't have wired 3 or VCR 3. (already used this)
can't start with any spells of force greater than their magic
theory (is this a standard rule?) (didn't use this)
can't start with certain spells like Increase Attributes, Increased
Reflexes, and other "primo" spells that all magic chars always
seem to get. (didn't use this)
can't start with any foci at all (didn't use this, but limited ratings
to level 2)
can't /ever/ raise starting attributes higher than one (didn't use this and
now sixes are the norm and not the exception)
If you, as an experiences player, were told about these guidelines -
would you find them excessive? I've found that a lot of "casual" threat
situations (low-level goons, etc.) are absolutely worthless since everyone
in the group, including the mages, always are rolling 3 (or more) dice
for initiative or have power foci (even low levels make a big difference)
or have spell locks etc. My sams are about where I want them. But the
mages always seem to be right with the sams with advantages all their
own. Would you resent, as a mage player, being forced to acquire the
"primo" spells and toys via role-playing and successful runs and developing
contacts in game? Then, I could actually have a faze where, in the beginning
of a character's history, gang punks and normal riff raff are an actual
threat to mages.
Thoughts?
- Brett