From: | Gurth <gurth@******.NL> |
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Subject: | Re: Best Modules |
Date: | Thu, 14 May 1998 11:30:21 +0100 |
There are some ideas for DNA/DOA after the spoiler space that I'd like to
get comments on.
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> It's the contrary with me. I see it as the first introduction of ED
> background (even they didn't even plan to do this RPG at that time). The
> sense of a strange past and of fonderful powers acting behind the scenes...
That's true, still I don't really like the way it's been done for some
reason I can't put my finger on.
> IMO, the way we see modules is a lot influenced from the game we used to
> play/GM. For exemple, you think you can do a fine use of DNA/DOA with some
> changes
Note that I haven't run it yet. I need to come up with a plausible thing
that's going on in the lab, or a plausible reason for what is happening
according to the adventure. Then I'll see how it works out and whether I
like it or not.
One explanation I've been thinking of is that the lab has been
experimenting with HMHVV, modifying it to try and create different
creatures than vampires. This'll probably mean I'll have to change the
weird monsters to (limited?) variants on the vampire or other
HMHVV-infected metahumans.
--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
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