RES: RES: [UA] Just ran Jailbreak [SPOILERS] - Me Too!!!
Haroudo Xavier
haroudo at terra.com.br
Wed Feb 26 17:39:50 PST 2003
>>They love it. They freak out.
>>Specially with the violin girl.
>Yeah, it doesn't take up much text, but I found that easily the
creepiest
>scene of the lot.
Really scary (sp?).
"You see a girl, sitting just beside the bed and holding a violing.
She´s pretty, and can´t be more than 15 years old. She looks to you, and
you see how much more alive than anything at here she is, and she asks
to you: What you want me to play?" :)
>>Still, this scenario have a great deal of it over the players, and
>>Tariana as Ngwash didn't really got into the role. Same for Gone, wich
>>made Jake quite reactive instead of active, and mostly in useless
>>moments, where he was just beaten by GMCs and players alike.
>I avoided this by giving the characters to players just outside of
their
>own personalities.
>Wait, that makes no sense. I'll just say what I did.
>I gave Steve to the guy who's a bit of a Morton in real life. He might
be a
>bully if he were a bigger guy. I gave Jake to the guy who's always
coming
>up with cunning plans. Jake's not cunning, but he does need to try and
get
>away.
>That sort of thing. Unfortunately, at a con you probably wouldn't have
any
>way of doing that.
>I think having more players would help the whole scenario, though.
>The lawyer's not a very strong character, I don't think. That's why I
put
>her as the last of the selection (so, in this case, she didn't even
appear
>in the game).
Im my case I just read the short description of each character (Steve,
scaped con, wife beater) in the first (I think) page of the scenario,
and let them choose. Then I fetch one by one by turns to another room,
and read to them (if they can´t read english) and explain the game
mechanics shortly, based on the character sheet. After everyone is
secretly briefed, we join in the living room, light the candles, turn of
the lights...etc. :)
But yes, probably some things would solve better if I had the characters
assigned, but I want the players to be also responsible for "how good it
is", and this is the most important step... :)
[Damn good mechanics, btw! Greg and John, thank you a lot. I always got
amazed how fluid and easy to run this thing is. I still can´t understand
why some people likes other systems (mechanics) when there is this one
around.]
>Tom
Haroudo Xavier
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