From: | bluewizard@*****.com (Steven A. Tinner) |
---|---|
Subject: | Re: geezers |
Date: | Mon, 23 Sep 1996 01:22:18 -0500 (EST) |
>> > brought in another character...GM didn't really plot against this
>> > one...but it got killed anyway...next character, the GM actually
>> > liked....it lasted a week tops...next character made 2 weeks I think...
>> > The GM was actually trying to SAVE the guy's characters after this! It
>> > was just horrible luck, like rolling all 1's on athletics for a
>> > PARACHUTING test!
>> >
>> > GM: Roll athletics...just a formality to see if you open the chute properly
>> > PLAYER: Uh-oh
>> > GM: What do you mean uh-oh?
>>
>> I remember that. It's a good case (for most of the deaths) for the
>> "don't do something stupid" routine, but after a while it turned into
>> "don't get so unlucky!" The trouble was, there was no way the DM could
>> fudge it. The rolls were all the player's, not the DMs.
>>
>I guess that's a good example of a case where it's very useful to have
>more than two points in the skill in question......
Actually it's an unwritten rule in our campaign that ALL players must
eventually put some points into athletics.
I have a tendency to place my players in serious danger, and either require
them to start with a few dice in athletics, or place their first few karma
inot the skill.
I suppose there might be a few unathletic Shadowrunners, but I doubt they'd
last long . . . :-)
FAMOUS LAST WORDS
"We're from the Government. We're here to help."