[UA] Varying skill costs . . .

Liam Routt liam at routt.net
Mon Mar 8 16:18:19 PST 2004


Alex Lampros wrote:
> The bigger prolem is that you want players to take wacky skills like Cat 
> Lover, because they make the character more interesting.  Part of this is 
> that having some personality "enshrined" on the character sheet makes the 
> player more likely to RP it, part of it is that if they have a skill that 
> makes certian actions more profitable for them, they're more likely to do 
> those actions.  So, I think you need to give people some sort of discount 
> on the wacky skills.

I think that is combating the problem with the same mentality that made 
Cane Toads a menace in Australia. You don't need to make the skill buying 
costs different. You need to make it more advantageous to have more 
variety in skills. Or disacvantageous to not have such skills.

The world needs to tell the players that dull one-dimensional characters 
are dull. That might mean more things that the characters aren't able to 
get to, situations they cannot crack, aspects of the game that make it 
clear that having no hobbies or interesting features makes them less of 
interest to the freaky people in the sub-culture they want to deal with.

Take care,

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

        -- still waiting for the Absolute Destiny Apocalypse --



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