From: | Lehlan Decker <decker@****.FSU.EDU> |
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Subject: | Re: Bending the rules (was Re: Outrageous goodguys..) |
Date: | Mon, 8 Dec 1997 08:54:54 -0500 |
> > From: Lehlan Decker <decker@****.FSU.EDU>
> > On Fri, Dec 05, 1997 at 01:11:46PM -0800, David R. Lowe wrote:
> > > 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.
> > > Just curious to see what other's allow.
> > >
> > Very true. Particulary if you don't have time to double check a rule,
> because it will disrupte the flow of the game. Some of our better runs and
> > ideas have come during this.
> > As long as everyone has fun,
> > it works well. After all isn't that the ultimate point of the whole
> > thing? The books are guidelines after all.
> >
> There are instances where this sometimes goes too far. In one of the more
> recent case, a GM allowed someone to have Increase Attribute (not the same
> as Increase (Attribute)), which could possibly be done if you raised the
> drain level/target. The problem is he let the player learn it as a
> permanent spell. Now, there's all sorts of problems. Not to mention some
> players who are angry because they spent so much karma raising their
> attributes, and some punk comes along with super attributes and didn't have
> to spend karma even on spell locks.
>
I've seen this one as well. In odd cases, I'll tell my players
the is the way it works for now, and I'll give them a permanent ruling
on the issue next game session after I've double checked etc..
(I have a notebook of permamnent rulings. :))
They seem to be fine with this.
--
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Lehlan Decker 644-4534 Systems Development
decker@****.fsu.edu http://www.scri.fsu.edu/~decker
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Time is the best teacher. Unfortunately it kills all of its students.