New game
David Jackson
araborn at HOME.COM
Sat Sep 2 19:39:48 CEST 2000
I would have to add that P&P is probably the most comprehensive system,
without being unwieldly. I have played many RPGs since I first encountered
P&P, but I have never encountered one that laid out the world so completely,
yet so fluidly.
David
----- Original Message -----
From: "Paul L. Ming" <pming at HOME.COM>
To: <POWERS-AND-PERILS at geo000.CiTG.TUDelft.NL>
Sent: Saturday, September 02, 2000 3:22 AM
Subject: Re: New game
> Hiya.
>
> > Well, I have just joined the P&P list a little while ago.
>
> Welcome aboard! Oh, and this list tends to be a bit quiet...so don't
> panic if you don't get any mail from it for weeks. :-)
>
> >I haven't played in
> > a game yet so I would like to now exactly how the game works.
>
> Oh, is that all? ;-) [yes, that was sarcasm]. P&P is a rather
> expansive game. There are some basic rules/ways of doing things. Some of
> the general points:
>
> 1. It is a skill based game; for a 'class' you either cast magic or
you
> don't.
> 2. Magic is quite powerful.
> 3. The magic system is awesome, imho. It is 'point based', but each
> spell a MU knows is treated more or less like a skill; you only get better
> in that particular spell if you cast it. Magic is devided into
'alignments';
> wizards choose one 'alignment' (also called an Orientation in P&P), and
the
> cost to cast and learn spells of differing alignments is greater/lesser
> based on this.
> 4. There are only two "Levels" to concider; CEL and MEL (Combat
> Experience Level and Magic Experience Level). You gain experience in the
> game (mainly by combat; but, as you will see, DM's of P&P pretty much
> add/subtract from the rules rather extensivly...and XP is one of those
areas
> I think have a wide range of differenced). As your CEL increases, your
> combat base abilities increase; as your MEL increases (if you are a MU),
you
> get better at casting spells.
> 5. Combat can be deadly and quick. Your character has X amount of
> HitPoints (generic, not 'locational' or anything like that), and they only
> increase when your characteristics increase (Strength, Stamina and
> Constitution). Typically, a character will have around 15 to 25hp. The
> most important combat 'adjustment' that a character will generally have is
> his/her EL in the weapon used (Oh, EL is Expertise Level; how good you are
> at a skill).
> 6. Monsters are...er, 'wierd'. No standard fantasy "Orc", for
example.
> You get some cool baddies, that most players have NEVER encountered in
your
> RPGing career...trust me. (Oh, dragons, demons, giants, goblins, vampires
> and all that are represented...and are FRICKIN' tough, all things
> concidered...well, goblins aren't bad).
> 7. Overall, the DM's importance in the game is reinforced. Meaning,
> the game specifically 'gives' the DM more power/importance than the
players.
> IMNSHO, a *VERY VERY GOOD THING*! Less rules lawyering results when, in
the
> rules, it says something like "Of course, the game master should modify or
> outright dissalow any of these powers he feels would upset the balance or
> tone of his campaign." :-) It's always a good thing for the rules to
> reinforce the DM's power/responsability.
> 8. The DM has to know the game like the back of his/her hand. Players
> also need to know what they are doing. Once this is accomplished, P&P
runs
> quite smoothly.
> 9. There are a LOT of optional rules/ways of doing things built into
> the system. Very cool and easy to use/not use.
>
> I think I've covered the basics. Anyone think of something I missed
or
> that they would like to add?
>
> ^_^
>
> Paul L. Ming
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