From: | Galen Silversmith <galens@***.GWU.EDU> |
---|---|
Subject: | Re: Initiates & Munchkins |
Date: | Tue, 29 Jun 1993 21:02:56 -0400 |
> Locally, this is harder than it sounds, mainly because I'm surrounded by
> munchkins *Sigh* It's amazing that all the player mages want to initiate
> as soon as they get karma! *double sigh*
>
Lose your current group, and find another, there are plenty 'em out there.
My personnal belief is the best type of muchkin a dead muchkin.
(Advertising in a local hobby store seems to work well around here, you
might want to try it.)
> My solution was fun. I had a 'representative' of the "Keepers of the Brass
> Dragon" knock on their door and tell them, quite convincingly, that magic
> can only support so many iniate groups, and that their little group was
> stressing the magic. And they were formally requested not to stress the
> system.
>
> That kept 'em quiet for a few weeks...
Sounds like fun. Gotta remember to try that one some time (Gotta keep
those PCs in their place <G>)
>
> -Tyger
Galen Silversmith galens@***.gwu.edu
And as another problem with muchkins: How do you deal with players that
are Conjuring Adepts and cyber themselves to hell and back? They have no
use for a Magic Skill or a Magic Pool, for that matter, so as long as they
have a MR of 1, they have no problem, and whistle to the cows come home.
(Another little note about Conj. Adepts: they can never use up all of
their Force points a the start of the game, since the Nuyen cost of the foci
out distances the Force Points)