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Re: [RPG]: Knights of the Old Republic Campaign Guide, reviewed by Phlophouse (3/5)
Thanks everyone,
Wizbang, you are correct. I just read the post. There are a few glitches in it. I don’t know why, but the transfer from MS Word to the post always messes up the paragraphs settings. “Soft Chew-digesting the setting,””Crunchy Bits-digesting the mechanics” and the background to the Sith; were suppose to be separated. I thought I caught them all when proofreading the submission. I will admit that it was completely my fault, sorry guys.
Yes, you are also right about the “unflinching” sentence. That one tripped me up but I wanted to mention each of the special abilities that the prestige classes had. The original draft did not have it in there and it was a smoother read, in my opinion. However, I realized that I had excluded the Gladiator’s special ability, so I went back and added it. It is a clumsy line.
Yes I feel you can play KOTOR without any other supplements. There are plenty of Stats in there for the GM. Additionally, if you keep to Force-users NPCs you can create a lot of opponents. But Ah, there’s the rub; without the supplements you will have a lot more work to do. Exp- Last night one of my players managed to steal a professional swoop racer’s swoop bike. Although it did not affect game-play, next session he will want to know the stats on it. Thank goodness I have all the campaign guides, because I can just glance at all the swoops, pick one to slightly adapt. My other choice is; to try and figure out how to build the stats from scratch- that will take more time. I guess what I am saying is: when it comes to GMing you have to spend cash for time or spend time instead of cash.
Peter A. A. Murray
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