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radioKAOS

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Everything posted by radioKAOS

  1. Re: Player Characters who might need Automoton Powers 60 "Takes No Stun": +72 PD, Hardened (+1/4) (90 Active Points); Only to Protect vs. STUN (-1/2)
  2. Re: [Online Game]New 'Marvel: Next Generation' game Dancer's 'Alter Ego' Mayhem, the Lady of Chaos... with a little help from photoshop of course.
  3. Re: [Online Game]New 'Marvel: Next Generation' game Not quite done, but a preliminary view, I found it to be an interesting exercise... Nearly everything in the VPP was just maximized to show possibilities, most likely would not be used at those levels in game - would want to keep some points in the FF for example... Kudos to Haven Walkur for the concept... Also, I have not made Mayhem yet... Dancer could use some more STUN perhaps, got 9pts to play with at the moment still... Harmony Summers, aka Dancer, aka Mayhem Lady of Chaos FIRST DRAFT Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 23 CON 26 14- 12 BODY 4 11- 23 INT 13 14- PER Roll 14- 23 EGO 26 14- ECV: 8 20 PRE 10 13- PRE Attack: 4d6 30 COM 10 15- 15+5 PD 10 Total: 15/20 PD (10/15 rPD) 15+5 ED 10 Total: 15/20 ED (10/15 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 46 END 0 37 STUN 0 Total Characteristic Cost: 190 Movement: Running: 10"/40" Flight: 35"/140" Leaping: 10"/20" Swimming: 2"/4" Teleportation: 20"/40" Cost Powers END 24 Mayhem, The Lady of Chaos: Multiform (600 Character Points in the most expensive form), Reversion (Mayhem will revert to Dancer if she is KO'ed; +0) (120 Active Points); No Conscious Control (Transformation can only be triggered by Mojo; -2), Full Personality Loss (Mayhem will not relinquish control to Dancer; -2) 0 Mojoverse Physiology 5 1) Four Armed Girl, Daughter of Spiral: Extra Limbs (2) 0 10 2) Damage Resistance (10 PD/10 ED) 0 22 3) Life Support: (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 0 5 4) Mental Defense (10 points total) 0 10 5) Power Defense (10 points) 0 5 6) Sight Group Flash Defense (5 points) 0 13 7) Running +4" (10" total), x4 Noncombat 1 5 8) Leaping +5" (10" forward, 5" upward) 1 5 9) Lack Of Weakness (-5) for Normal Defense 0 22 10) Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0 Magicks 13 1) Bracers of Defense: +4 with DCV (20 Active Points); OIF (Bracers of Defense; -½) 7 2) Bracers of Defense II: Armor (5 PD/5 ED) (15 Active Points); OIF (-½), Linked (Bracers of Defense; -½) 0 35 3) Magick Reserve: Endurance Reserve (200 END, 15 REC) (35 Active Points) 0 1 4) Back to Base!: Teleportation: Fixed Location (1 Locations) 0 7 5) She can See Magic: Magesight, Sense 0 134 Magicks: Variable Power Pool (Magic Pool), 75 base + 59 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (149 Active Points); Limited Class Of Powers Available Slightly Limited (Magic Only; -¼) 0 1) Dance of Knives: HA +5d6, Autofire (5 shots; +½), Armor Piercing (+½) (50 Active Points); Hand-To-Hand Attack (-½) Real Cost: 33 5 Notes: 10D6 w/STR 0 2) Dance of Protection: FF (15 PD/15 ED/10 Power Defense) (40 Active Points) Real Cost: 40 4 0 3) The Song of Swords: HKA 3d6 (4d6 w/STR), Autofire (3 shots; +¼), +1 Increased STUN Multiplier (+¼) (67 Active Points) Real Cost: 67 7 0 4) Blades on the Wind: RKA 5d6 (75 Active Points) Real Cost: 75 7 0 5) Song of Destruction: EB 15d6 (75 Active Points) Real Cost: 75 7 0 6) Dance of Misdirection: (Total: 60 Active Cost, 60 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (Real Cost: 50) plus +5 with Missile Deflection (Real Cost: 10) Real Cost: 60 0 0 7) Dance of Delight: Mind Control 5d6 (Human class of minds), Telepathic (+¼), Personal Immunity (+¼), Area Of Effect (8" Radius; +1 ¼), Selective (+¼) (75 Active Points); Gestures (Requires both hands; Complex; -¾), Set Effect (Stop what you are doing and Watch Me Dance; -½), No Range (-½) Real Cost: 27 7 0 8) Song of Mental Decay: Ego Attack 7 ½d6 (Human class of minds) (75 Active Points); Visible (-¼) Real Cost: 60 7 0 9) Dance of Visions: Clairsentience (Sight Group, Normal Hearing, Normal Smell, Normal Touch And Magesight), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 24" per Phase), Targeting (75 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 ½), Blackout (-½) Real Cost: 25 7 0 10) Dance of Darkness: Darkness to Sight Group and Normal Hearing 5" radius, Personal Immunity (+¼) (66 Active Points) Real Cost: 66 7 0 11) The Dance of Distance: Teleportation 7", Costs END Only To Activate (+¼), Area Of Effect (One Hex; +½), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 ¼) (70 Active Points); Gestures (Requires both hands; Complex; -¾) Real Cost: 40 7 0 12) Dance of Magical Disruption: Dispel Magic 20d6, any Magic power one at a time (+¼) (75 Active Points) Real Cost: 75 7 0 13) Song of Sickness: Drain EGO 7d6 (70 Active Points) Real Cost: 70 7 0 14) Dance of Revealing: N-Ray Perception (Sight Group) (10 Active Points) Real Cost: 10 0 0 15) Song of Ensnarement: Entangle 7d6, 8 DEF (75 Active Points) Real Cost: 75 7 0 16) Dance of Dimensions: Extra-Dimensional Movement (Single Dimension), Area Of Effect (One Hex; +½), Usable Simultaneously (up to 8 people at once; +1), Continuous (+1) (70 Active Points); Gestures (Requires both hands; Complex; -¾), Gate (-½) Real Cost: 31 7 0 17) Song of the Sightless: Sight Group Flash 15d6 (75 Active Points) Real Cost: 75 7 0 18) Song of Soaring: Flight 35", x4 Noncombat (75 Active Points) Real Cost: 75 7 0 19) Song of Succor: Healing BODY 7d6, Can Heal Limbs (75 Active Points) Real Cost: 75 7 0 20) Dance of Deception: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (8" radius; +¾), +/-6 to PER Rolls (75 Active Points) Real Cost: 75 7 0 21) Song of Shrouding: Invisibility to Sight and Hearing Groups, Danger Sense and Combat Sense , No Fringe (41 Active Points) Real Cost: 41 4 0 22) Song of Seeking: Mind Scan 15d6 (Human class of minds) (75 Active Points) Real Cost: 75 7 0 23) Song of Strength: Aid Strength 7 ½d6 (75 Active Points) Real Cost: 75 0 0 24) Song of Strength 2: Succor 15d6 (75 Active Points) Real Cost: 75 7 0 25) Dance of Diminished Distances: Teleportation 20" (40 Active Points) Real Cost: 40 4 Perks 8 Dr. Strange: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 8- Talents 20 Universal Translator 14- Skills 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Paramedics 8- 0 Persuasion 8- 0 PS: Mage 11- 0 Shadowing 8- 0 Stealth 8- 0 AK: Campaign City 8- 3 Acrobatics 14- 21 Magic: Power 23- 15 Well Studied: +5 with Magic VPP 3 Scholar 2 1) KS: Arcane And Occult Lore (3 Active Points) 14- 2 2) KS: Magic (3 Active Points) 14- 2 3) KS: Magical Artifacts (3 Active Points) 14- 2 4) KS: The Superhuman World (3 Active Points) 14- Total Powers & Skill Cost: 401 Total Cost: 591 450+ Disadvantages 5 Accidental Change to Mayhem, Lady of Chaos: When Mojo Attacks 8- (Uncommon) 5 Distinctive Features: Four Arms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Not of this realm (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 5 Distinctive Features: Inhumanly Beautiful (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Mojo 8- (Mo Pow, NCI, Harshly Punish) 25 Watched: Dr. Strange 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Spiral 8- (Mo Pow, Harshly Punish) 10 Psychological Limitation: Refuses to be held to 'Order' (Common, Moderate) 15 Psychological Limitation: Strives to make Dr. Strange proud (Very Common, Moderate) 10 Psychological Limitation: Curious about anything Magical (Uncommon, Strong) 5 Psychological Limitation: Wants to prove to Scott Summers that he is her father (Uncommon, Moderate) 10 Psychological Limitation: Overconfident (Common, Moderate) 5 Reputation: Unruly and Chaotic, 8- 15 Social Limitation: Secret ID: Harmony Summers/Dancer (Frequently, Major) Total Disadvantage Points: 591 Background/History: Dancer -- the 4-armed daughter of Spiral and Cyclops (Scott Summers), conceived as part of a plan by Mojo to create his own versions of the X-Men for the Mojoverse. Mojo had Cyclops captured and brought to the Mojoverse, where Mojo compelled him to mate with Spiral, in an episode of Mojovision that sent the ratings through the roof -- even though the episode could only be shown after nine in the evening. Even while Cyclops and Spiral were together, Mojo was already looking up at his screens. Suddenly he crowed to the cameras, "Congratulations, ladies and germs, it's a grrrrl!". Cyclops was then stripped of his memories of the incident and returned to Earth, leaving a fiercely resentful Spiral carrying his daughter. The child was born four-armed, quick-witted and unruly -- and the Mojoverse viewers loved her! Mojo was delighted with the odd-looking child and named her "Mayhem." Spiral, however, detested the child she'd been forced to bear and was jealous of her, so she arranged to "misplace" her. Banished to Earth, Mayhem was found by Dr. Strange, who took her in as his ward and named her "Harmony." Harmony's mother had originally been a human woman, transformed by Mojo's chaos magic. Harmony herself had been conceived and born in the heart of the Mojoverse. Not surprisingly, Harmony's body and soul were saturated with both chaos and magic, as Dr. Strange quickly learned. He resolved to educate the girl about magic, the better to protect her and those around her, and he and Clea devoted particular attention to teaching Harmony control of the chaos energies inside her. Harmony proved to be a gifted student in all things magical. However, she was a lively, distractable girl, strong-willed, strong-minded and always thinking about a hundred things at once, and studying anything other than magic quickly bored her. Harmony Summers eventually became an enchantress in her own right. Calling herself "Dancer", she uses her powerful magic to fight the mundane evils of the big American cities. Unfortunately Mojo is still interested in her -- or at least the ratings she represents -- and continues to meddle with her life. The last time, he unleashed the chaos magic within Harmony and transformed her into Mayhem, the Lady of Chaos.
  4. Re: [Online Game]New 'Marvel: Next Generation' game Tasty.
  5. Re: [Online Game]New 'Marvel: Next Generation' game NIGHTSTALKER [second Draft] Val Char Cost Roll Notes 65 STR 55 22- Lift 204.8tons; 13d6 [6] 35 DEX 75 16- OCV: 12/DCV: 12 23 CON 26 14- 15 BODY 10 12- 24 INT 14 14- PER Roll 14-/17- 11 EGO 2 11- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 0+10 COM -5 9- / 11- 20 PD 7 Total: 20 PD (15 rPD) 20 ED 15 Total: 20 ED (15 rED) 7 SPD 25 Phases: 2, 4, 6, 7, 9, 11, 12 20 REC 4 70 END 12 60 STUN 0 Total Characteristic Cost: 250 Movement: Running: 12"/24" Leaping: 20"/40" Swimming: 2"/4" Swinging: 36"/72" Cost Powers END Mutant Abilities 37 1) Predatory Awareness: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Tracking 0 3 2) +3 PER with Spatial Awareness 0 30 3) Tougher than Nails [combo Mutant and Symbiote]: Physical Damage Reduction, Resistant, 50% 0 30 4) Tougher than Nails II [combo Mutant and Symbiote]: Energy Damage Reduction, Resistant, 50% 0 10 5) Shadow Stealth: Invisibility to Sight Group (20 Active Points); Conditional Power Power Only Works In Darkness (-½), Requires A Stealth Roll (-½) 2 15 6) Damage Resistance [combo Mutant and Symbiote] (15 PD/15 ED) 0 12 7) Runner: Running +6" (12" total) 1 Symbiote Powers 10 1) Spider-Climbing: Clinging (normal STR) 0 7 2) Spider Leap: Leaping +7" (20" forward, 10" upward) 1 7 3) Symbiote Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0 2 4) Spider Sense Blocking: Invisibility to No Group and Danger Sense , Reduced Endurance (0 END; +½), Persistent (+½) (6 Active Points); Limited Power Power loses almost all of its effectiveness (Only vs. Spider Sense; -2) 0 3 5) Chains/Psuedopods: Extra Limbs (4) (5 Active Points); Limited Manipulation (-¼), Nonpersistent (-¼) 0 3 6) Symbiote 'Shape Change': +10 COM (5 Active Points); Extra Time (Full Phase, Only to Activate, -¼), Nonpersistent (-¼) 11 7) Symbiotic Life Support: LS (Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases and biowarfare agents) 0 2 8) Symbiotic Mental Defense: Mental Defense (4 points total) 0 5 9) Symbiote Protection: Power Defense (5 points) 0 45 Symbiote Powers: Multipower, 45-point reserve 1u 2) Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+¼) (12 Active Points); Limited Target Limited (-½) 1 3u 3) Weaponry / Bite: HKA 2d6+1 (4 ½d6 w/STR) (35 Active Points) 3 4u 5) Chain Web: Entangle 4d6, 5 DEF (45 Active Points) 4 3u 4) Chains/Psuedopods: Stretching 9" (45 Active Points); Limited Body Parts (Psuedopods Only; -¼), Always Direct (-¼) 4 Notes: +3DCs for Velocity [Totals 16DC w/STR]] 4u 5) Chain Lines: Swinging 36", Reduced Endurance (½ END; +¼) (45 Active Points) 2 Spider-Fu Maneuver OCV DCV Notes 5 Flying Snare -2 -1 Grab Two Limbs, 75 STR for holding on; FMove 4 Batting away the attack +2 +2 Block, Abort 5 Spider Dodge -- +4 Dodge All Attacks, Abort; FMove Perks 3 The Nightstalker: Reputation: Vigilante (A small to medium sized group) 11-, +3/+3d6 4 Contact: SpiderMan (Contact has extremely useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8- Talents 24 Spider Sense: Danger Sense (self only, out of combat, Function as a Sense) 16- Skills 0 Acting 8- 0 Conversation 8- 0 Deduction 8- 0 Paramedics 8- 0 Persuasion 8- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Sewer Dweller 0 1) PS: Homeless 11- 3 2) AK: Campaign City 14- 3 3) AK: Sewers 14- 3 4) Concealment 14- 3 5) Security Systems 14- 3 6) Lockpicking 16- 3 7) Shadowing 14- 3 8) Streetwise 13- 3 9) Stealth 16- 4 10) Survival (Underground, Urban) 14- 0 Spider Skills 3 1) Acrobatics 16- 3 2) Breakfall 16- 3 3) Climbing 16- 3 4) Contortionist 16- 3 5) Power: Spider-Skills 16- 5 6) Sweep as a half phase action: Rapid Attack (HTH) 10 7) Two-Weapon Fighting (HTH) (Ignore the -3 penalty for Off hand, ignore the first -2OCV penalty for Sweep, Only -2 DCV instead of Half DCV) Total Powers & Skill Cost: 350 Total Cost: 600 450+ Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 0 Distinctive Features: Bony Protrusions from Mutations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Rivalry: Professional (Arachne), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Hunted: Carnage No idea where it is ATM 8- (Mo Pow, Harshly Punish) 15 Hunted: Venom Scorpion now wears it 8- (Mo Pow, Harshly Punish) 10 Watched: Apocalpyse 8- (Mo Pow, NCI, Watching) 5 Watched: SpiderMan 8- (Mo Pow, Watching) 10 Money: Destitute 20 Psychological Limitation: Code Against Killing (Common, Total) 15 Psychological Limitation: Talks to the Symbiote (Very Common, Moderate) 10 Psychological Limitation: Wants to find out about his old life (Common, Moderate) 10 Social Limitation: No Identity (Frequently, Minor) 10 Reputation: Threat or Menace, 11- 10 Enraged: Symbiote Control: When attacked by another Symbiote (Uncommon), go 8-, recover 11- Total Disadvantage Points: 600
  6. Re: [Online Game]New 'Marvel: Next Generation' game Cool, thanks! Perhaps you could PM me with some of the 'cool ideas' you had for her?
  7. Re: [Online Game]New 'Marvel: Next Generation' game Aww man, I really liked that concept too.... Perhaps I'll steal the idea then, maybe not for this game, but for some game....
  8. Re: I need a function! The Rolling Stones Sometimes referred to as a 'band of rocks' - the course of these 'stones which roll,' has been plotted across most of the Earth. Originally six in number, so the historians say, there are only four left. Their 'tour' started in what is now know as Britain, though they have travelled worldwide. It seems that most people have seen these stones, though no one can be sure exactly how old they are, nor how long they have been traversing the globe. They are nearly six foot in height, though thin, and seem to be cracking in various places. Small pieces of the stones have broken off over the years, becomming collector's items and spawning the phrase "my papa was a rolling stone." Next: The Crystal Bands of Opus Prime
  9. Re: A Thread for Random Musings Haha! You have again fallen into my trap! My radio is KAOTIC!!! It is SUPPOSED to change stations! You have taken an action which is not random at all!!!
  10. Re: A Thread for Random Musings Enforcer84 is a nice guy. Not so random anymore, huh?!?!?! So now your post has no place in this thread! Soon my master plan will come to fruition, and I alone will be able to post random thoughts! Mu-ahhahahhahahaha!!!!
  11. Re: [Online Game]New 'Marvel: Next Generation' game No Problems, I'm on it!
  12. Re: Quote of the Week from my gaming group... Definately a follower. I mean, it can attack on it's own, right? Put a lim that says the bear can't fire the sharks, it has to be done by the rider.
  13. Re: A Thread for Random Musings How many roads must a man walk down? One. His own.
  14. Re: skills question per 5ER p47 Untrained Skills: A character's roll with an untrained skill is a flat 6-, and he cannot apply any type of skill levels to improve this roll. The GM may choose to allow Skill Modifiers [both positive and negative] or Complimentary Characteristic Rolls to apply [but if so, he may wish to cap untrained skill rolls at 8-, regardless of bonuses, so that characters have a reason to buy familiarities]. The GM may rule that characters cannot use some skills, such as obscure KSs, untrained.
  15. Re: [Online Game]New 'Marvel: Next Generation' game Third time's a charm?
  16. Re: Casual Survey: Age of players and Hero's utility vs. other games I'm 32. Started into Champions in the 4th Ed days, that Big Blue Book is still sitting on my shelf as I type this. The greatest thing [iMO and IME] about HERO is what brought me to it in the first place: The character creation. I haven't found anything I can't build to my satisfaction in HERO. My imagination is the only limit, and for that I thank those who created HERO, those who made HERO possible, and those who make HERO great today.
  17. Re: Quote of the Week from my gaming group... Oh my god, so much rep when I can.... That was so funny I had to explain the entire thing to my gf, who really doesn't even like RPGs... and it was STILL funny.
  18. Re: [Online Game]New 'Marvel: Next Generation' game A slightly different look, I like the colours better...
  19. Re: [Campaign] Champions of Vancouver I may be able to switch my previous commitment to Thursday evening instead, I'll see what I can do...
  20. Re: What I learn playing a GM. If you read further into my post, you'll see a third option; I stated that I would give out an extra pip to that person, meaning above and beyond the vote. I would do that after the vote due to the fact that that player may get the vote anyhow; but even if that player does, I make sure to point out the moment that I thought was the best. It may not be perfect, but it gets the job done of rewarding great roleplaying and allows the player to reveal bits of the character's backstory when they see fit. Of course, as a good GM it's in your job description to have senarios that highlight the character's backstories as well. I have never once asked for a full disclosure requirement, nor would I. Some of the best roleplaying is in the discovery of other character's backstories, and the revealing of your own.
  21. Re: Quote of the Week from my gaming group... The players in my Post Apoc game have finally found some civilization, rooted through the stores, stocked up, and finally decided to check out the house with lights on just up the hill... When Jack figures out they are about to fight Medusa he says: "Man, I knew I shoulda grabbed a pair of mirrorshades!"
  22. Re: Quote of the Week from my gaming group...
  23. Re: [Online Game]New 'Marvel: Next Generation' game City of Heroes version of The Nightstalker.. first draft.
  24. Re: What I learn playing a GM. Well I have to say it has always worked for me and my games. Some points: If Captian LovestheCops isn't playing along with them because his DNPC brother is a Viper agent, then we should see that struggle in his character. I don't need to know his entire backstory to understand that there's a struggle there and award him for portraying it in a manner that is believable and enjoyable. It's not about any other players knowing how the character should be played, it's seeing the player roleplay the character to the best of his/her ability. Yes there have been cases where the players didn't see a fantastic bit of acting that I as the GM did catch, mostly due to my knowledge of the character's backstory. In cases such as that, I have sometimes awarded an extra pip to that character, citing it in front of the group. This brings attention to that character and gets the other players watching for that bit, and what it means. Again a common misuse and misconception of this topic is the 'popularity contest' or 'assertive player' contest. Get it out of your head right now that that is what this is all about. It is partially your responsibility as GM to promote better roleplaying in all players. This means casting your vote for the person you thought played his character the best - you, as GM have a vote [sometimes I would even give my vote more weight depending on the number of players involved] - and you DO know the character's backstories. As for the 'assertive guy playing the Pre 8 Rogue' story- I would be stopping that during the game. If he's not playing in character then he's definately not doing his job, and that should be stopped as it's happening. Failure to do so shows irresponsibility on the part of the GM. Eventually your players will be able to see it with a critical eye as well, and call themselves on it. So of course, if it doesn't work for you, don't use it. But don't get stuck not using it just because you are biased against it. A view, no matter how correct, unless challenged, will become prejudice. - John Stewart Mill I believe...
  25. Re: What I learn playing a GM. Have 'regular check ins' with the player about their character - just to make sure everyone is on the same page about it.
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