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Re: (TFT) Laws vs Munchkins.
On Sun, 2004-12-05 at 12:36, Sethkimmel@aol.com wrote:
> ... . This reminds me: How many GM's out there use the local law to
> punish the more bloodthirsty munchkins in your group (action for next
turn? --
> "I kill the unarmed peasant for the experience pts!") ?
Well, usually only in a cause & effect fashion. Many actions may seem smart
to a munchkin at first, but as long as the GM thinks them through, often
involve eventual risks of consequences, so munchkins often tend to get
themselves into trouble. One of the neatest things about RPG's is it lets
players try out schemes and see what comes of them. Some of the most fun
adventures are ones where the players are driving the plot as much as or
more than the GM. There is a temptation as GM to over-persecute players who
are trying to get away with things - I think it's usually better to assign
a reasonable and usually fairly low chance that they get caught at
something right away. Gratuitous bloodthirst though tends to cause problems
pretty quickly in many situations (noise, blood, friends, relatives, decent
people disliking the murderer, and yes, the authorities).
Also, my revised experience system (posted some months ago) won't give many
if any EP for killing unarmed inferiors.
PvK
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