From: | Cobra <wgallas@*****.FR> |
---|---|
Subject: | Re: Best Modules |
Date: | Fri, 15 May 1998 00:35:28 +0200 |
Had some problem with that damn #~!@? Eudora. :(<br>
Here is my mail, without HTML.<br>
<br>
>There are some ideas for DNA/DOA after the spoiler space that I'd
like to<br>
>get comments on.<br>
><br>
>> I<br>
>> N<br>
>> C<br>
>> L<br>
>> U<br>
>> D<br>
>> I<br>
>> N<br>
>> G<br>
>><br>
>> S<br>
>> O<br>
>> M<br>
>> E<br>
>><br>
>> S<br>
>> P<br>
>> O<br>
>> I<br>
>> L<br>
>> E<br>
>> R<br>
>> S<br>
>><br>
>> IMO, the way we see modules is a lot influenced from the game we
used to<br>
>> play/GM. For exemple, you think you can do a fine use of DNA/DOA
with some<br>
>> changes<br>
><br>
>Note that I haven't run it yet. I need to come up with a plausible
thing<br>
>that's going on in the lab, or a plausible reason for what is
happening<br>
>according to the adventure. Then I'll see how it works out and
whether I<br>
>like it or not.<br>
><br>
>One explanation I've been thinking of is that the lab has been<br>
>experimenting with HMHVV, modifying it to try and create
different<br>
>creatures than vampires. This'll probably mean I'll have to change
the<br>
>weird monsters to (limited?) variants on the vampire or other<br>
>HMHVV-infected metahumans.<br>
<br>
I already done that with my players... It seams difficult to do it once
more. As I see it, you'll only the plans from DNA/DOA. Will you keep the
encounter tables from the module or wait until we finish the netbook ?
:)<br>
<br>
-Cobra. <br>
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