I've been mulling over Smallville and Leverage RPGs. I'm impressed at how distinct they are for nominally using the same core system. They both have some very good guidelines/ suggestions/ heuristics for "adventure" design. But they don't really overlap. Smallville is trying to set up soap-opera-like character dramas, while Leverage is fairly
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How common is it to bring out the Psychic Link? I assume it's not the sort of thing you can assume to have up all the time so the PCs can chitchat while one is on stakeout and another is breaking in somewhere, say.
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Not a game system, but in Steven Brust's "Jhereg" series of books, most people have the ability to telepathically talk to people they know. This is used for wisecracking as well as standard info dissemination.
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