Radical Changes?
I've been toying with some fairly radical system/setting ideas lately. I'm not sure if I'll do anything with them, but there you go.
- Much more blatant magi-psi stuff. I don't want Nuclear Beasts to end up like A.M.R.S. did... a system/setting that I'd write and like, but not the sort that I'd ever run. I've concluded that I like having just enough magic or other weirdness in the setting to justify adding in rare and unique special encounters.
- More mysteries in the setting history. For example, I'm thinking that right before the Last War, the United States had just made some sort of major breakthrough... something that would change the world so dramatically that her rivals decided that war was preferable to letting it go forward. No one knows what it was, anymore. It may have been the discovery of psychic powers and the way to bring them out in ordinary people.
- A possible alternate way to balance High and Low Beasts is to say that High Beasts can't take Psychic Powers at all (or only at a crippled level) while every Low Beast PC starts with a free psychic power. I'd probably add a "luck" power that most people don't realize is magical at all, too. Most Low Beast NPCs would only have the potential for a power or just a d4 in one, but for PCs it would likely be one of their starting stats.
Posted by Kiz at June 5, 2004 08:31 AM