Post by Kevin K on Sept 14, 2005 18:09:57 GMT -8
So, as Broney points out, the big question we're left with is "What about being told specific tidbits at higher levels?" Let's dive right into the stickiest situation with this example:
N00bie McNewberson has Kindred Lore 1 (phantom dot--No necromancy needed for phantom dots). McNewberson is talking to Logan le Longtimer. Logan tells McNewberson, "Don't be alone with the damn venture, they'll Dominate your head into your ass and your ass into a sling." McNewberson responds appropriately by saying, "Domi-what?" Logan continues to give a general explanation of Dominate, as befits someone with Kindred Lore 3 and who doesn't have the Discipline. "They've got the ability to hypnotize you at will. I think you haveta be alone, but they can make you do stuff you don't want to. Maybe even make you forget things."
So now McNewberson's been told this very powerful piece of information. It's powerful in the sense that it allows McNewberson to accomodate for this power in his night-to-night plans. It's a far cry from Kindred Lore 3, though. What does he do?
I honestly don't know. If McNewberson and Logan keep talking, he'll be justified the expenditure. How much is more? A quick followup conversation about "hiding well except for cameras" and "manipulating emotions, including the desire to go somewhere" gives you a very potent set of information, the very set that makes Kindred Lore 3 so powerful.
How, as a staff member, can I access when someone "knows too much"?
At the moment, we're erring on the side of non-meta-game-twinkiness, which is "if you weren't told it tonight, and you don't got it, you don't know it". That has flaws, but so does the flipside of, "you don't have to spend XP for what you learn in-character."
Ideas?
N00bie McNewberson has Kindred Lore 1 (phantom dot--No necromancy needed for phantom dots). McNewberson is talking to Logan le Longtimer. Logan tells McNewberson, "Don't be alone with the damn venture, they'll Dominate your head into your ass and your ass into a sling." McNewberson responds appropriately by saying, "Domi-what?" Logan continues to give a general explanation of Dominate, as befits someone with Kindred Lore 3 and who doesn't have the Discipline. "They've got the ability to hypnotize you at will. I think you haveta be alone, but they can make you do stuff you don't want to. Maybe even make you forget things."
So now McNewberson's been told this very powerful piece of information. It's powerful in the sense that it allows McNewberson to accomodate for this power in his night-to-night plans. It's a far cry from Kindred Lore 3, though. What does he do?
I honestly don't know. If McNewberson and Logan keep talking, he'll be justified the expenditure. How much is more? A quick followup conversation about "hiding well except for cameras" and "manipulating emotions, including the desire to go somewhere" gives you a very potent set of information, the very set that makes Kindred Lore 3 so powerful.
How, as a staff member, can I access when someone "knows too much"?
At the moment, we're erring on the side of non-meta-game-twinkiness, which is "if you weren't told it tonight, and you don't got it, you don't know it". That has flaws, but so does the flipside of, "you don't have to spend XP for what you learn in-character."
Ideas?