[UA] Help me pleeeeeease!

nick wedig nickwedig at yahoo.com
Thu Feb 6 13:19:26 PST 2003


>Anyway, it means that Mage discourages
> games 
> about sorcerors sitting around their apartments masturbating and
> waiting 
> for their next unemployment check, while that sounds like par for the
> 
> course for a UA story. (Believe it or not, that's actually an 
> _endorsement_ of UA.)

Isn't that pretty much how the one flavor fiction starts? (The one with
Neil the entropomancer versus two TNI guys, IIRC).

> the fact is that UA spends about 50 pages of the 
> rulebook on magic for every 10 pages spent on anything else.

This is true of every game that I've seen, pretty much.  By far the
largest section in any edition D&D PH is the magic section, although
theoretically the other classes should be as powerful as magic-users. 
The thing is, when defining magic, you need to define not only how the
rules emulate it, but also what magic can do and the underlying
principles.  With mundane actions, we already have a good idea what can
be done, we just need to know how the rules determine if it works.

> 1. Some detail on non-magical tasks. UA has a few mundane skills that
> 
> have interesting effects, like Hunches and Do Two Things At Once. 
> Cherries are another way to make mundanes feel more involved, as long
> as 
> they're combat-oriented mundanes. But where are the Lie or General 
> Athletics cherries? 

I like the idea of cherries for other skills, though it's impossible to
define ones for all possible skills.  Have your players make up some
interesting possibilties for what your Accounting and Psychiatrist
cherries could be.  


Mr. Teapot
wondering what his Know Useless Trivia cherries are.  Probably allows
it to actually be useful information.

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