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[Paladin] Where do you drift (or do you)?

Started by Doyce, April 13, 2004, 04:39:22 PM

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Doyce

Hi all.

I'm involved in Brian Bankhead's nascent Paladin game on IRC (see his recent post in this forum, and I highly recommend stopping in and joining play if you're interested) [/pimp].

Anyway, last week, prior to the character generation, there was a conversation on the IRC channel regarding Paladin with some folks that were logged in at the time (apologies: I don't know IRC nicks at all, so I don't really know who I was talking to).  

One of the comments that struck me at the time was that Paladin was somewhat disappointing due to a few holes or gaps in the rules.  These things apparently required rules drift to compensate, which left the speaker-in-question dissatisfied with the game itself (well, they wanted a second edition of the game, which is the better kind of dissatisfied player to have, IMO).

So I've since gone back to the rules to look for those gaps and holes -- I'm not really seeing them, but then I haven't played the game yet -- perhaps folks with more play-experience with the game might be able to point out areas that tend to be left uncovered in the rules.  (Is it all related to the gain/loss of light and dark animus?  I'll admit that's a mechanic that I'm pretty sure I'll need to see in play to clearly 'get'.)

To make this clear, I think Paladin's quite a cool game and seems like it could lead to some really wild action and nice drama, so I think a discussion like this might bring some things to light that could help make the game even stronger.
--
Doyce Testerman ~ http://random.average-bear.com
Someone gets into trouble, then get get out of it again; people love that story -- they never get tired of it.

Trevis Martin

The thread from the last Paladin game on the indie-netgaming IRC channels is here

http://www.indie-rpgs.com/viewtopic.php?t=7452

I think that goes through their concerns.

regards,

Trevis

tetsujin28

I'm not sure what I think of decreasing the attributes -- the number seemed fine to me, and ran very smoothly during play. We haven't run into any of the problems that others seem to have. The only ones we did have was that using DA doesn't have any in-game bad effect, and that there's no real difference between breaking an unbreakable and a minor law, save in the terms of how much DA you gain. A scale of Marks, based on the broken law, would be cool.

I'm not sure what Clinton meant by saying that Paladin is hard on the GM. I found it one of the easiest games to run in years. Cool characters were created in less than 15 minutes, the game ran smooth as silk, and fun was had by all. And I came up with ideas for something on the order of 10 campaigns. What more can you ask for? :)
Now with cheese!