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<blockquote data-quote="nobodez" data-source="post: 1182138" data-attributes="member: 3970"><p><strong>yeah</strong></p><p></p><p>I'd like to echo that last remark. You need to be very careful when mixing legal and not-so-legal games. I really like your work, but don't want to see you get in legal trouble over advertising in an unlicensed publication for your other work.</p><p></p><p>Now, if I had any money, and I could find your products, I might buy them.</p><p></p><p>Now, on to the other topic, Matrix. I've been thinking of doign this myself, but I just don't have the creativity to come up with stats, though after reading the post about the GB game, I think I really don't need to. Jsut find someone else who's enough of a fan and then go from there.</p><p></p><p>I think that the most complex part of doing a Matrix game woudl be differentiating between in-Matrix abilities (like jumping large divides and running up walls) from out-of-Matrix abilities (well, liek not being able to jump large divides and run up walls). I'm thinking that there are like, two ways of doign this. First, you could make advanced classes that give really great stuff, but only in the Matrix, otherwise all you've got is the BAB, F/R/W, and Def/Rep. The secodn is to base the abiliteis off of FX and just make the MAtrix the only place you can use the FX.</p><p></p><p>Also, you need to identify how you're going to handle in-Matrix training (like uplaoding ranks in Pilot and the feat Aircraft Operation (helocopters) in The Matrix).</p><p></p><p>Also, I think it might be fun to outline the different programs in the matrix and the machines out of it. Might be easier once M3 is out, though, so you can get a more complete look at them.</p></blockquote><p></p>
[QUOTE="nobodez, post: 1182138, member: 3970"] [b]yeah[/b] I'd like to echo that last remark. You need to be very careful when mixing legal and not-so-legal games. I really like your work, but don't want to see you get in legal trouble over advertising in an unlicensed publication for your other work. Now, if I had any money, and I could find your products, I might buy them. Now, on to the other topic, Matrix. I've been thinking of doign this myself, but I just don't have the creativity to come up with stats, though after reading the post about the GB game, I think I really don't need to. Jsut find someone else who's enough of a fan and then go from there. I think that the most complex part of doing a Matrix game woudl be differentiating between in-Matrix abilities (like jumping large divides and running up walls) from out-of-Matrix abilities (well, liek not being able to jump large divides and run up walls). I'm thinking that there are like, two ways of doign this. First, you could make advanced classes that give really great stuff, but only in the Matrix, otherwise all you've got is the BAB, F/R/W, and Def/Rep. The secodn is to base the abiliteis off of FX and just make the MAtrix the only place you can use the FX. Also, you need to identify how you're going to handle in-Matrix training (like uplaoding ranks in Pilot and the feat Aircraft Operation (helocopters) in The Matrix). Also, I think it might be fun to outline the different programs in the matrix and the machines out of it. Might be easier once M3 is out, though, so you can get a more complete look at them. [/QUOTE]
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