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Originally Posted by Smeazel;9783915But the example says the character is supposed to be a "bruiser" who uses "Violence as [his
way to solve problems"--so shouldn't it be easier for this character to succeed with Violence than with Persuasion? Again, is there something I'm still missing, or is there a mistake in the example in the review?
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I can't speak for the review (it might just be a typo) however I can say that I've done this to myself not just in Shock but other games where I deliberately set my characters scores the opposite of his outward appearance and behavior.
So I might describe my character has big and strong and thinks the best way to solve any problem is to punch in in the face and then set up the numbers you just described. Why? Because I want his life complicated by his violence. I want things to get worse and worse the more he resorts to violence.
Jesse