From: jbridson@kean.ucs.mun.ca
Subject: Re: Review: Legacy
Organization: Memorial University. St.John's Nfld, Canada
Date: Sun, 24 Jan 1993 12:28:33 GMT

In article <19969@mindlink.bc.ca>, Nick_Janow@mindlink.bc.ca (Nick Janow) writes:
> jbridson@kean.ucs.mun.ca (Robert Bridson) writes:
> 
>> There are too many numbers for my taste, but the amount is not
>> unmanageable.
> 
> Could you give an example in which you find the numbers excessive, and
> perhaps an example of how you would prefer to handle that situation?  That
> would give a better idea of what you mean.  One gamer's "too many" is another
> gamer's "too few".  :)

There are 15 stats.  This is not intrinsically bad, and 4 of them cover 
senses, but I think that some (eg. INU and CRE, PRE and WIL) are too 
related, too closely linked to be dealt with as separate stats.  Also, some 
situations (eg. maneuvering a massive object through a framework in space) 
call for a skill (zero-g maneuvering) but what if the skill doesn't reflect 
an important attribute (strength) for that task?  Also, there need to be 
two sides of a sheet to cover all the numnbers (at least with the character 
sheet provided) used.  I like having everything together.

>> Now on to the bad points.  Legacy, as it stands, could use an index, and
>> better organization.  As an example, I knew that a formula for fallign
>> damage was there somewhere, but try as I might I could not find it.  Later
>> on that day, I accidentally came upon it under "Climbing"...  While not as
>> bad as a lot of games, it's a pain having no index.
> 
> Hmm, only one beta tester(that I'm aware of) brought up the issue of an
> index, and he didn't give the impression of it being a significant lack.  How
> detailed of an index would you like to see?  An index of a few dozen entries
> that don't have an obvious section that they'd be found in?  A comprehensive
> index (rivalling the contents of the manual)?  Also, if you use the rules for
> a few sessions, and find that the lack of index isn't a problem (you know
> where things are), could you let us know?

I'd like at least a small index for the rules/guidelines used in play, but 
I will try the rules out (I think - nothing's for sure with my gaming group 
:-) )

> Falling damage is an awkward item.  Would you have found it if it had been in
> the Health section?  Are there any other items that you found difficult to
> locate?

I expected it to be with the rest of the mechanics - probably next to the 
combat sections.  There are a few miscellaneous things that I had to flip 
through the book looking for - you may want to add page number references
(eg. in character creation, when you're told you get the skills listed under 
Personal Development) - but these weren't such a problem.

Perhaps add a section in the rules for strange situations - falling damage, 
radiation, and so forth would all be handled here.

> Is there anything else you'd like to have seen included?  Are there any items
> that you felt really needed an example?

I would have appreciated perhaps more depth in the skill descriptions.  
Also, suggestions on how to handle research, innovations, etc. would be 
welcome.  But these aren't pressing matters...

Thanks for the attention...

 --- Robert Bridson (using jbridson's account)
Newsgroups: rec.games.frp.advocacy