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gang_hit_points [2016/10/27 12:28] andrewgang_hit_points [2016/10/27 12:31] andrew
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 //Regarding "player-driven sand-box action", maybe we need to build something into our character creation system to generate that motivation.  I'm watching Netflix's "Luke Cage" series right now, and it appears to me like for as much as Luke reacts to Cottonmouth's gang, he does plenty of sand box ass kicking because he's taking revenge or trying to protect someone.  Maybe we offer bonus character generation points, or create new disadvantages that require PCs to hold a grudge against a certain gang or crime?  Maybe once they "buy off" their disadvantage by achieving a goal, they may get an extra advance by choosing from a deck of new "disadvantages" which are basically just goals? // //Regarding "player-driven sand-box action", maybe we need to build something into our character creation system to generate that motivation.  I'm watching Netflix's "Luke Cage" series right now, and it appears to me like for as much as Luke reacts to Cottonmouth's gang, he does plenty of sand box ass kicking because he's taking revenge or trying to protect someone.  Maybe we offer bonus character generation points, or create new disadvantages that require PCs to hold a grudge against a certain gang or crime?  Maybe once they "buy off" their disadvantage by achieving a goal, they may get an extra advance by choosing from a deck of new "disadvantages" which are basically just goals? //
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 +//What about killing? Regular folks aren't going to be cool with vigilantes just mowing down people -- even if they are gangsters.  Those people have mothers and siblings and perhaps children who may be quality human beings even if they are lousy scum-sucking dirtbags.  Should there be a "heat" mechanic that encourages bad guys be "brought to justice" rather than just murdered in their sleep?//
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gang_hit_points.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1