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Items that are acquired through the use of cards (or other means for that matter) - are these meant to be a one act/scenario feature? It just seems that anything that is pretty useful will never willingly be lost and over time characters will start to accumulate all manner of boons some of which are more powerful than a perk. After a bit they can have quite a plethora of goodies that can skew an adventure (flying rugs, teleporting toilets, demonic weapons, WoMD, god in a box)...
Its the GMs call about what fits the game. Its a big reason why in most shows the awesome thingy of the week always seems to have some fatal flaw that keeps it from being there all the time. Its fuel is incredibly rare, it has some horrible side effect etc. Another way to do it is turn them into perks if the players want to keep them around or alternatively have them reallocate starting cash and loose some other things to keep them around. Players also have a tendency to want to carry vast amounts of gear and equipment and some times it gets a little out of hand. Not that you need to be counting every pound but when the PC thinks its ok to be carrying a mini gun with 3k rounds of ammo, and M60 with 500 rounds, multiple rocket launchers etc. theres a point where even when they are going but I am Nile Man with super strength 14 it still silly.
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