[UA] Getting charges

Liam Routt liam at routt.net
Wed May 9 19:45:48 PDT 2001


On the broad subject of charges...

I have a cryptomancer in my UA game. I don't tell the player how many
charges she has, nor when she gains them. But I encourage her to keep
track of what she thinks she has, and let me know when she thinks she has
got more (in case I miss the opportunities). If she ever calls upon forces
she doesn't have, the effect doesn't work. She might (or might not, if her
cryptomancy roll was missed) be able to tell why the effect failed.

In general I am very interested in applying the veil of imprecision to
games; the treatment of damage (as largely in the domain of the
gamemaster) is a perfect starting point in UA, and it extends obviously to
charges. Why should the player, or character, know what charges they have?

Usig this sort of thinking, you certainly erase the (easiest) ways of
using charing situations to provide additional knowledge, as the 'mancer
doesn't know whether a charge has been gained.

Also, you erase a lot of the ability for the player to argue over what has
been granted (which they'd not be able to do in the "real world", anyway).

Doesn't help you make your own mind up about what gets charges, though.

Take care,

Liam
--
Liam Routt                                               liam at routt.net
Darcsyde Productions                           http://www.darcsyde.org/

        -- still waiting for the Absolute Destiny Apocalypse --

_______________________________________________
UA mailing list
UA at lists.uchicago.edu
http://lists.uchicago.edu/mailman/listinfo/ua




More information about the UA mailing list