[UA] What You Want, Baby I Got It (long)
Markleford Friedman
heap104 at deathtech.com
Fri Feb 12 12:09:24 PST 1999
Gregory Paul Stolze writes:
> The clear big winner is "Grand Secrets" -- the book that would,
> of course, be hardest to write and about which the least was said.
One thing about GS that you might want to watch for: if players see
the GM pull out "Grand Secrets", they're going to immediately sense a
"scooby" even if they haven't looked past the back cover blurb.
Yeah, it's meta-gaming, but it happens...
On the other hand, would anyone be against throwing red herring
scenarios in with the other "One Shots" material just to mix it up?
> There were also several people who liked the idea of a single, big city
> book, with split opinions about fictional cities vs. real cities. [...]
> BUT... how about this for a compromise? A single book
> split into two sections. [...]
Excellent idea; best of both worlds. I'd buy it!
I was talking to a friend about the citybook issue. His wishlist
includes (different offset for his words)...
- 1. Generic locations, with maps, that PC's can frequent or use.
- (example, in the Noir RPG, they even go so far as to define the
- campaign location as "The City" without making any geographical
- benchmark. It resembles the movie "Dark City" that way. Another
- example is the exemplary Sprawl Sites sourcebook for Shadowrun, that
- just featured generic near-future buildings and location. I use that
- for everything).
-
- 2. Short, even one-page adventure ideas. Keep it loose and short, to
- allow for the greatest range of use between diverse groups.
-
- 3. A section in which the playtesting GM's for the game reveal what
- they found to be the most successful and least successful campaign ideas
- they had. Loopholes, clever plots, "group concept" ideas, etc... Just
- to get the creative juices flowing.
I suppose my preferences echo these, as well.
Take it as you will...
- m
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