Geoffrey said:
Hi, Gary. I have some Lejendary Adventure questions for you:
1. Why did you include Psychogenics in the game? I remember you had expressed regret for including psionics (which seem similar) in D&D and AD&D.
Hi Geoffrey
Okay, point by point, here are the answers:
The LA game's magic system is point based, so Psychogenics, unlike AD&D's psionics, fit the overall system as just another Extraordinary Ability that can be taken. The Powers offered in the game tend to be relatively limited, and many encourage roleplay and non-combat options to encounter situations. So the comparison of the two, they being in different sysyems, isn't actually one that applies.
2. If I drop Psychogenics from the game, are there unfortunate ripples that might adversely affect the game? (Note: I plan on requiring all the players' Avatars to be human, so the "what to do about Wylfs?" question wouldn't crop-up.).
The main repercussioons will be in those areas where NACs and creatures are given Psychogenic Ability. the lack of that Ability will also hinder human Avatars in being able to see in darkness. A quick perusal of the list of Powers for the Ability should serve to alert you to any other drawbacks you might encounter in your campaign.
By and large, the rules and systems will be otherwise unaffected by exclusion of Psychogenic Ability.
3. What level of play is Hall of Many Panes geared towards? Would a group of new Avatars be able to adventure through it?
The HOMP is geared for about four to six veteran players with Avatars that have adventured for a year or so, thus have added score in existing Abilities, and have added some new ones to their repertorie. In my group there are three players whose Avatars are very strong, and they could likely manage the whole alone...maybe. In some encounters numbers are inportant.
The module is designed to be adaptable, though, the GM adjusting the strength of opponents where believed necessary, downwards or upwards.
The upshot is that experienced players can manage with beginning Avatars if you as Lejend Master give them breaks where necessary. There are some very challengind combat scenario encounters. By doing that, they can manage those panes where problem solving and roleplay are called for in the main--or exclusively. By allowing extra Merits to them initially, so they can increase Ability scores, a newbie group could manage well enough, I believe.
Oh yes, one thing more: Many Abilities can not be raised for lack of someone to train the Avatar. That can be accommodated by having the sprites in one of the rest areas able to prodide some help in this regard. There are encounters where the team can remain in the other dimension accessed by the pane, gain training there in the more difficult Abilities--the Extraordianry ones as well as Chivalry.
Cheers,
Gary