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Hello,
Another nasty trick is Haste. It increase the MOV of your adversary, but as long as he is engaged, he can't use his extra speed, but he loses 1 extra FP per round per intensity. I recomend not using more than intensity 1 or 2, just in case he can disengage. Runequestement votre, Kloster |
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That is a very interesting insight. I tend to be eclectic in what I read, but very finicky too. There are pieces from all four named writers that I like, and some that I don't. All four were capable of producing stories that I enjoyed, but none of the four are sure things for me. It has been frustrating for my wife at times, as she would point something out because I had talked about the writer, only to have me say 'meh'. I guess there are things I look for outside the setting or general ambience like dialog, coherence, character development, etc (I am not really sure what does it for me; this is just speculation). Although setting is important too...but internal consistency is an absolute must.
So, I like the early Elric stories, but not the rest of the EC story arcs; I like the Dilvish the Damned stories, but not Amber; Empire of the East but not the Swords books; Fafhrd and the Grey Mouser but generally not Lieber's sci fi so much; etc. Wierd, huh? In any event, there is some commonality between Elric and Conan that attracts a lot of readers to both; perhaps it is the very fact that they are a yin/yang pairing of sorts. One big key for all of is that I think we like to emulate the fiction we like in the stories we read, I certainly do. I have always correlated a liking for games like Stormbringer (and BRP in general) with writers like Howard, Wagner, or Shea more than Moorcock or Saberhagen or even Lieber. It's the feel of the stories. A certain darkness, not necessarily sure doom...it is a very fine distinction. When all is said and done, though, probably most everyone on this particular forum have at least similar tastes, don't you think? |
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I don't this it is that weird at all.
Some of the examples you give of preferences coincide with various times in a author's career, and authors do change is style as tie goes by. Personally I prefer the early Elric stories to the latter ones too. Moorcock in the 60s wrote differently than Moorcock in the 90s. Likewise I like Changling Earth/Empire of the East but didn't care much for the Swords books (the concept, however could be used to good effect for an RPG). Early Elric was written to be a sort of anti-Conan, turn what were then the sterotypes of heroic fantasy around. Instead of being a barbarian who wins a throne, Elric is a ruler who loses his. Instead of a warrior who slays sorcerers, Elric IS a sorcerer. Instead of saving his beloved, Elric slays her. For Elric to work, you needed the Conan stuff to play off of. So I don't think your tastes are that weird. For example, I love the first five (Corwin series) Amber books, but am not fond of the second five (Merlin series). Then sometimes you can like an author but not like a particular story or idea. So not that weird at all. But I think it is our own tastes that we reflect when we GM, at least to some extent. |
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Yes. Another big factor for me (I thought of it right after that last post, naturally) is that I like stories where the protagonist(s) are not helpless pawns. Such as, there being demons in the Conan stories, but they are killable. I would like the Elric stories much better if he had a chance to divert his fate...this is a VERY important factor in both games and fiction for me. At the same time, the story/game needs to put the protagonist in real peril. BRP fulfills both these items better than anything else I know of.
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Not unless you had two people who could do it, or one who was very fast. After all, you're talking 3 + Dex SR for the Disruption, plus the melee SR. I'm not going to say there weren't people who could pull that off, but I think it required a Dex SR of 1, a Size SR of 1 or 0, or both.
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The Hawkmoon books are nearly so gloom, even though they are set in a post apocalyptic Europe being conquered by deranged Brits. For me, free will is very important in an RPG, or at least the illusion of it. I chafe at adventures and GMs that Pull the players around by the nose. I consider it heavy handed, poor GMing. A good GM can motivate the PCs so that they choose to do what he wanted. At least often enough to keep a campaign on track. A great will will have them thinking that it was their idea. |
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Remember, I was talkinng about problems with this tactic when the healer was already in melee. Quote:
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[quote] Of course as with any other tactic, the situation makes a difference. One common tactic in RQ was to break the group up into three man teams with two warriors screening an archer. [quote] That works if you've got good enough people and no one on the other side is using longspears; otherwise they just reach right past the warriors and spike the archer. |
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