From: | David Buehrer <dbuehrer@******.CARL.ORG> |
---|---|
Subject: | Re: Bending the rules (was Re: Outrageous goodguys..) |
Date: | Fri, 5 Dec 1997 16:10:44 -0700 |
/
/ <snip stuff about weapon foci and essence)
/
/ I wonder how many of us (as GMs that is) allow stuff for characters that,
/ technically, breaks the rules but comes up during the course of the game
/ and works out to be cool.
I do it every know and then. One character currently has a staff that acts
as a spell focus for a long list of spells. It's one of three staffs that
will be present at the end of my campaign.
Another character has a dragon's skull that's somehow been shrunk to
the size of a (meta)human skull. It's been doing some odd things.
I had a dog following them around that was cybered to the gills but
wasn't insane.
I only do this with items/things that are plot devices. The staff
will play a part in a save the world adventure. The skull will give
clues to the characters about their being pawns in a game of
dragons. The dog carried a recording of the assasination of a mafia
don.
Also, if you run a game by the numbers it can get stale and the
players start to think of the GM as an equal. Well, you can't have
that happen ;)
-David
--
"Creativity is allowing yourself to make mistakes.
Art is knowing which ones to keep."
--
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