[UA] Varying skill costs . . .
Greg Stolze
holycrow at mindspring.com
Fri Mar 12 11:29:08 PST 2004
So, let's see if we can recap...
1) It's not great when a player comes up with a character who can't
contribute, due either to picking irrelevant skills or due to motivations
like "Mostly wants to sit back with a beer and watch 'Mythbusters' on TiVo."
2) It's not great when a GM creates the story SHE wants without regard to
the characters the players want to play. This can be a particularly acute
problem with UA, which doesn't have as firm an overwhelming a canon tone as
(say) V:tM ("You are a damned vampire, literally") or dunjunkrawlin' D&D
("kill critters, take stuff, lather, rinse and repeat").
What's the cure? Communication and respect between GM and players is the
cheap but not entirely bogus answer. Does UA2 still contain the advice
about "Banjo Music Aversion Therapy"? Perhaps it would have done well with
something similar for the players -- some of the thoughts I put in the VPG,
perhaps...
-G.
Cultivate efficient neurosis.
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