i am just at the biggnning of the stage 4 and 1 more thing what should
i do with the atilearry truck? cause if i distroy it with gun or use
standard shells to distroy it my crou tells me that wasnt a good move

On 11/11/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> I wasn't actually thinking about rp characters in terms of specific
> weaknesses like superman's criptonite, but character flaws that make the
> characters interesting people to play.
>
> For instance in the weakly mutants and masterminds game we play, my
> character was based on the idea of who would be the worst person to pickup
> an iron man type alien battle armour? A slightly dim, concert pianist with
> good intentions.
>
> he has no idea how his sute actually works (indeed interacting with the
> sute's ai makes for a large part of the game), he doesn't know super science
> or indeed magic, sinse it turns out the sute is an ancient egyptian wrelick.
> yet, these are things I've kept, sinse I don't want to alter him as a
> character specifically.
>
> he's grown and changed during the campeign, but character wise there are
> sitl things I'd like to keep the same, just because even though it would be
> dam useful to have certain skills such as science or magic, it wouldn't be
> in his character to have them.
>
> That for me is the interesting thing about tabletop rp, using the system
> dice and rules to make a character who is a distinct person on their own and
> reacts dynamically to various situations.
>
> interestingly enough i've just come back from a one off, just for fun game
> where there were no stats and system at all! the gm rolled a couple of dice
> to determine things like combat actions and initiative, but the game was
> entirely ad lib.
>
> While not something I'd want for a long period it was great fun to do for a
> change.
>
> getting back to computer games, it would actually be interesting to have
> more text walkthrough's around really. There are a couple on audiogams.net
> but there could deffinately be more, sinse I for one do enjoy reading them
> even for games I've already finished just to see what other people make of
> the games.
>
> This is even more true now that we have more complex games like time of
> conflict and castaways, where text could possibly be a clearer way of
> explaning tactics and stratogies coherently than trying to explain at the
> same time in a full on audio walkthrough.
>
> Beware the grue!
>
> dark.
>
>
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