Agamon
Adventurer
Shalimar said:Agamon, I have it on PDF. Its a really good book. Basically you can use it to replace the powers chapter in the main book. It has rules for power creation, and breaks down how all of the powers in the game were created. Its not a critical thing to have, but it does a heck of a lot of fleshing out of all the powers. It also adds in a bunch of powers.
Cool. I don't see needing it, as this is my only M&M game, but I can now see it's usefulness.
Shalimar said:I wasn't really blaming bad luck with dice rolls for all of that, really any of that, since the dice didn't cause the actions, the dice rolls are seperate from the plot. I just feel like Kelly has been through the ringer, and is on her second or possibly third trip through it. I realize she has made bad choices, but having lived through all of the events listed above, does anyone honestly think she would be thinking clearly or making good choices? Regardless of her/my lack of common sense?
I don't know, I think at a certain point someone has to pack her up and ship her to the loony bin. Because of everything that is piled on top of her, its becoming depressing to play her. The last time I mentioned it you released some of the pressure by letting Tommy and her mom out, but it was just a fix and not a solution. I don't even know what a solution to the problem would be, I mean I love playing in the game. This is my RPG fix.
Again, I don't think players are really complaining (though PCs certianly are). She's made things really interesting and caused more than her fair share of plot hooks, which is cool. It sucks if she's not fun to play, I hope that isn't our fault for not having our PCs stand behind her. Her black and white world view is difficult to follow, unfortunately.