Knowledge |
Knowledge |
Jul 27 2009, 11:10 PM
Post
#26
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Target Group: Members Posts: 93 Joined: 30-October 07 Member No.: 13,970 |
Yeah, but you can´t always build runs around your runners knowledge. I can remember very well, as i started in the renraku arcology at "shutdown" with bow and arrows, because i thought it had been overrun by ghosts. I play mages, i had no idea what came up to me, i didn´t make a proper research, i paid for it. If I were your gm and the run/campaign is going to central around the Renraku Arcology Shutdown, I would have probably let you know about it. It's perfectly reasonable for a character to not know about what's going on in the arcology and take up the job anyway. But if it will make the character want to back out of the run or otherwise deviate too much from what the rest of the group, it might have been best to let the player know that his character doesn't suit the game as it is. On the other hand, if it's only for a few runs, then the player might have to live with his character. Not everyone will shine in all circumstances, though he should probably have a fighting chance. Even if their character and the players themselves lack proper knowledge, you can suggest them to do some legwork before runs. If a character doesn't have knowledge skill: volcanoes or whatever, they can still very well do some quick google and find out. Depending on the group's preference, maybe all they really want is just to run and gun and not worry too much about the consequences. If you want to encourage them to do legwork, they will more likely do so if they find incentives behind it. How would bow and arrows help with with a arcology haunted by ghosts, btw? |
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