Not much to post today (or at least this morning). I spent most of my free time yesterday working on PotA. It's not easy. I'm at the stage where I'm being forced to look through all the silly powers we've created, and decide "what exactly is the function of having a 'cybernetic ass' and if so, is it necessary to the game?"
In the original game, we left it up to players to decide what and how certain powers functioned. Some were of course obvious. A shotgun is a shotgun. A radiation blunderbuss is similar, but a clever player would also be using it to cause radiation poisoning, or to slowly mutate her pet dog into a ferocious three headed slavering hulk of fury. Crustacean Control? "Release the lobsters, Smithers!" McKinley's Mullet? Hmm, not sure on that one.
The real trick is to make sure all the powers have some sort of use in the game, but also keep the goofy feel of the game. Hopefully I'll get it right this time.
Judges Guild - The Dungeoneer #17 (May/June 1980)
28 minutes ago