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Mailing List Logs for ShadowRN

From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Sympathy for the Devil
Date: Tue, 10 Aug 1993 19:43:07 -0500
Osterhaid (:, I sympathize with you. On the one hand, you try to bring up
situations to prove that life outside of combat is possible, but on the
other hand you are trying to entertain a bunch of people. You can only bend so
far in either direction.

So let's assume for the time being that your campaign is normal. Call it the
Unified Field/Relativity Theory of Gaming: as long as things are balanced on
the local level, no problemo. What you ought to do is adapt your adventures to
their power levels.

The easy way: Take each character sheet. First make sure they're LEGAL. Then,
make NPC carbon copies, or NPCs with even better spells, toys, etc. That way
you know you have a match.

Now, to be really nasty, give the NPCs their very own KARMA POOL. ANd don't be
afraid to use it.

Now, write an adventure. Maybe the party encounters a Masked mage in a bar,
or they are opposing teams on a Shadowrun (ever see Shiawase get hit by
runners from two sponsors? CONFUSION). Adjust to taste.

The important thing is BALANCE. You can play a high-powered game and call
it munchkin, or you can create comparable threats and even behind-the-scenes
actions that the players will have to figure out. (Carter could tell you of
an ADD&D game, highly modded, the characters could be called Munchkin in any
normal setting, but not this one).

Oh, Tyger: why don't you flesh that chart out before posting it? If it takes
too long, fine, but the more complete it is and the better you can explain the
direction you want to go in, the more time we save later.

J Roberson
(It's Coming. . .)

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