The Witchhunter folks and Fellowship of the White Star guys appreciate all you have done and do to help keep those campaigns running.
The decision to make FotWS investigative based rather than fighter oriented was a conscious one by the game designers. In particular, we wanted damage by firearm to be as deadly, if not more so, as real life, where one or two shots can take a sturdy man down if not entirely out. This makes it even more imperative to focus on non-combat ways to solve problems than it was in the early days of LD.
It's more of a challenge for the writers, but so far they seem intrigued by it.
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Date: 2008-01-05 01:47 pm (UTC)The decision to make FotWS investigative based rather than fighter oriented was a conscious one by the game designers. In particular, we wanted damage by firearm to be as deadly, if not more so, as real life, where one or two shots can take a sturdy man down if not entirely out. This makes it even more imperative to focus on non-combat ways to solve problems than it was in the early days of LD.
It's more of a challenge for the writers, but so far they seem intrigued by it.
JLF