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Post by Oliver on Jul 2, 2012 16:07:41 GMT -5
Core Earth World Laws ...
keep 'em or ditch 'em?
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Post by sabathius42 on Jul 5, 2012 19:43:45 GMT -5
I never felt that they needed them storywise...but for consistency sake (and for not making CE characters a bit lame) it seemed necessary rules wise.
I think that if we change World Laws to be "things that give a cosm a feel" then we could be safe ditching the CE laws, as we already have a solid feel of what our reality is. If we instead view World Laws as "things to make the cosms different from each other" then I think CE would have some as well.
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Post by sabathius42 on Jul 5, 2012 20:31:20 GMT -5
Core Earth World Laws
Law of Prodigy - People on Core Earth can be born with greater abilities than others. At character creation you can spend 3 possibilites and get +6 to your tag skill.
I vote this one out. I don't see CE as having better people than every cosm at most skills....and I don't think its fair to spend 3 possibilities to get the same adds other would spend 15 to get.
Law of Hope - Core earthers tend to hold onto their own reality more tenaciously. Core Earthers increase the difficulty of their chances of transforming to a new reality. Also once per Dramatic scene they can Seize initiative as if they had the card in their pool.
Use #1 of this Law is stupid and unnecessary. I hadn't even read it until now...or at least don't remember ever having read it. Use #2 works for me if you are using World Laws to differentiate characters from different cosms...but it doesn't really fit the reasoning. I would vote to keep #2 only if we are wanting to give CE characters unique benefits rather than just wanting each cosm to have its own feel.
The Law of Glory - Core Earth characters are good at telling stories. When planting story seeds add a +2 to the persuasion attempt.
I have never had players roll for stories seeding...it is hard enough to get a 60+ in an appropriate dramatic skill roll and have a Glory card...I don't think an additional roadblock is necessary. I say ditch it (as well as the story seed rolling itself)
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Post by sabathius42 on Jul 5, 2012 20:48:48 GMT -5
Some ideas for new/revised CE World Laws if you want to have some in your game but don't like the "real" ones.
Law of Prodigy (revised rule): At character creation a player may choose to become a Prodigy at their tag skill. They may have an additional add at the tag skill (for a total of +4) at the cost of one starting possibility.
Law of Great Possibilities: Core earth has been invaded thanks to its huge amount of possibility energy as compared to all the other cosms. Creatures tied to the CE reality become a natural sponge for this energy. CE characters or any other character transformed to CE reality before character creation start the game with 15 possibilities instead of 10.
Law of Glory (revised): In the presence of at least one CE character a Glory card can be played any time a dramatically appropriate result of 55+ is achieved as opposed to the normal 60+.
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Post by Oliver on Jul 10, 2012 15:00:42 GMT -5
I like your ideas to mix things up a bit but don't really want two of the three WL to disappear after character creation. Part of the Core Earth WL discussion has to be making it enticing to play a CE character ... I particularly like your Law of Glory: simple, effective.
What about this instead of the Law of Great Possibilities:
Law of Drama: Whenever a CE character receives a Subplot card, he may immediately turn it in for 2 Possibilities, rather than just 1. Alternatively, he may play the Subplot card as usual, receiving a story award of 2 Possibilities per Act in which the Subplot was invoked in some way.
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Post by punjab on Dec 27, 2012 15:00:25 GMT -5
I've only allowed Prodigy packages on CE players that can justify their characters having it. I believe the last one I allowed was a retired pro baseball pitcher who had a prodigy package for missile weapons.
I keep the CE world laws alone. I know most other GM's have a problem with them, but I've always thought they fit the cosm and the game.
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