From: Nick_Janow@mindlink.bc.ca (Nick Janow)
Subject: Re: Review: Legacy
Organization: MIND LINK! - British Columbia, Canada
Date: Wed, 27 Jan 1993 20:40:20 GMT

jbridson@kean.ucs.mun.ca (Robert Bridson) writes:

>+ 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?
>
> 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.

In actual game play, those subtle differences are noticeable.  They help make
the characters "real".  With a high INU and low CRE, you might know that the
painting you are doing is not "right", but you won't know how to improve it,
and you may make nice, but unimaginative paintings.  For WIL and PRE, you can
have a very determined person, yet no one takes him seriously.  WIL is
internal; PRE is external (a measure of interaction with others).

> 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?

Simply modify the task difficulty or results.  Anyone can move a massive
object in zero-g, but the person with a high skill in that will know how to
apply the force, how much to apply (good at judging distances, speeds, etc),
etc.

Actually, I can't off-hand think of a case where strength would be an
important modifier in zero-g.  If you're pushing a crate off of a fixed
surface, you are in a frame of reference similar to artificial gravity, so
Zero-G skill doesn't apply (the STR attribute does).  If you're pushing the
crate while not in contact with a surface, you'll use your Zero-G skill to
use your suit jets to push the crate directly, and STR won't be used.  If you
can't use your jets, you might use your Jumping skill (factors in STR) to
move the crate in the desired direction.

If there is a task that needs both Zero-G skill and STR, modify the
difficulty factor accordingly, or modify the result.  For example, given the
same skill roll result, the velocity imparted to a heavy crate by a character
with a STR of 50 would be double that of the character with a STR of 40.

> 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.

So do I.  I dislike pre-made character sheets and always prepare my own
character sheets (unique for each character) on my computer, then print it
out (no boxes, lines, etc).  I think they've always fit on one side of a
standard letter-size page.  I'll send you a copy of one of mine.

> 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
> :-) )

YAFIYGI.  J.D.'s just posted the index in the mailing list.

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

Yah, someone brought up that issue , so the next printing will include a
section for environmental hazards.  It seems obvious in retrospect.  :)

> 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...

There's a trade-off for the length of descriptions.  If they're too long,
they may restrict the GM more than they help him.  A general description
gives the GM leeway for his own image of a skill and the situations it
handles.  The descriptions could include more examples of what tasks each can
handle, but where do you stop?

Rules for R&D, planetary exploration, trading, etc, will be covered in future
modules.

--

Nick_Janow@mindlink.bc.ca