[UA] New GM - help me
Timothy Groth
arethus at hotmail.com
Sat Feb 21 11:20:44 PST 2004
About madness meters I have a top of my head suggestion about massive trauma
(say 4+ ranks above you're current Hardened nothces):
Fail - You go bug shit, too much stress is too much stress and you react.
For really screwed up things you may be more likely to have memory gaps
along with you're nice new sanity scar but really once something presses you
to the point of flipping out you can't flip out more. What really fucks
people up (especially in UA) is prolonged conditions of slowly escalating
trauma that mess you up again as soon as you calm back down.
Harden - Gain 2 Hardened Notches and 1 Failed. You simply can't integrate
that much that quickly and while you are numbed you are also more likely to
break when things do get through. Massive trauma is going to mess people up
faster because it always resaults in move a step closer to being crazy.
With this system if you have a player with no Unnatural Hardened or Failed
notches encounter minor weirdness first, for instance a statue that seems to
be smiling at them one moment and frowning the next with no neat art trick
explanation, they can get used to it. If you dump them straight into an
Unnatural Servant convention they may flip out or manage to go numbly
forward with what ever they want to do. Regardless of the roll's outcome
the character is messed up, and with success the only compensation is being
able to shrug off the minor stuff because "After what I saw this shit
doesn't fucking make a difference."
This is fairly unfair to players, but really it is hard to set it up so that
greater stress checks are more dangerous without doing this. As they exist
now the stress rating really indicates who is freaked out, the lower the
rating the less people are freaked out. High stressers naturally come later
in most plots and can thus still make an impact on calloused PCs. When they
come earlier it does not mess the character up more than a more typical
stresser and this allows very powerful events to be used as plot pivots
without making the players feel like they're characters are being
psychologically damaged for the amusement of the GM. Conversely minor
events causing stress drive home the vulnerability of those who are
sheltered and the difference between those who have been through serious
shit and those who haven't.
If you don't care about that balance, or know that you're players won't mind
more rapid loss of control of their characters in someway or another, then
you should think about what you want the madness meters to capture that they
currenlty don't and shift the mechanics accordingly.
_________________________________________________________________
Find and compare great deals on Broadband access at the MSN High-Speed
Marketplace. http://click.atdmt.com/AVE/go/onm00200360ave/direct/01/
More information about the UA
mailing list