Has anyone ever considered running Adventure! without a distinction in character type? So, a PC can pick any knack from any list that they feel like, mixing and matching.
If so, what results came of it?
"Classless" Adventure!
Started by metaphysician, Jan 26 2007 05:10 PM
6 replies to this topic
#5
Posted 26 January 2007 - 07:09 PM
Personally, I'd advise against it. The knacks are separated out to form a more distinct theme for each character "class" and I think that's part of the strength. On rare, well-justified occasions, I'd let a little mixing occur (since it seems to happen with nearly every NPC in the book
) but I think it's better to keep them separate. Heroic Knacks especially; their very mechanics and theme set them quite a bit apart from the Dynamic and Psychic Knacks.
DR: Adam Jeffries (App 3 Style 1, Cha 4 (Eloquent))
SGA: LCDR Tara McGillicuddy (App 2, Man 4, Cha 3, Presence 5)
SGA: LCDR Tara McGillicuddy (App 2, Man 4, Cha 3, Presence 5)
#6
Posted 26 January 2007 - 08:16 PM
Has anyone ever considered running Adventure! without a distinction in character type? So, a PC can pick any knack from any list that they feel like, mixing and matching.
If so, what results came of it?
In a game I ran, I allowed rather a lot of this kind of crossover and it worked well. If something made sense for a character, I usually allowed it. The main thing I kept an eye out for was stacking that smelled too much like min-maxing, like taking two Knacks that both modify Initiative. Fortunately I had a mature group of players who had grown out of trying to win the RPG years ago, so they didn't try to do that kind of thing.
I'm also very receptive to allowing gadgets that duplicate Knacks if someone desperately wants a Knack that falls outside of his or her type. The advantage of a gadget is that it can run out of Inspiration, be taken away, or not be readily available, so it doesn't become a challenge to game balance.
Sometimes it is better for certain secrets<br>to remain veiled by arcane words.<br>--- Brother William of Baskerville, <i>The Name of the Rose</i>
#7
Posted 26 January 2007 - 10:39 PM
In a game I ran, I allowed rather a lot of this kind of crossover and it worked well. If something made sense for a character, I usually allowed it. The main thing I kept an eye out for was stacking that smelled too much like min-maxing, like taking two Knacks that both modify Initiative. Fortunately I had a mature group of players who had grown out of trying to win the RPG years ago, so they didn't try to do that kind of thing.
I'm also very receptive to allowing gadgets that duplicate Knacks if someone desperately wants a Knack that falls outside of his or her type. The advantage of a gadget is that it can run out of Inspiration, be taken away, or not be readily available, so it doesn't become a challenge to game balance.
Hear that Phoenix?!?!
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


Top










