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Re: [GZG] SGhouserulesfortheIXx [SEC=PERSONAL]

From: "Michael" <mwsaber6@m...>
Date: Sun, 23 Nov 2008 20:21:25 -0700
Subject: Re: [GZG] SGhouserulesfortheIXx [SEC=PERSONAL]

Could these be what is "pushing" the KV?

Michael Brown
mwsaber6@msn

--------------------------------------------------
From: <emu2020@comcast.net>
Sent: Sunday, November 23, 2008 4:47 PM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: Re: [GZG] SGhouserulesfortheIXx [SEC=PERSONAL]

> The armor and speed seem alright, though I am not sure I dig the 
> psychology rules.
>
> The psychology rules seems to go down that slippery slope of
rubbersuit 
> scary movie monster. Though not impossible, it's unlikely that 
> space-faring, socialized, organized insectoid aliens are still adept 
> predators much in the same way that our own killer instincts have been

> diminished by civilizing ourselves. If they are not naturally keen
hunters 
> then what you are saying is that they are somehow all trained as
stalkers 
> and akin to commandos.
>
> Some other psychology rules you might want to include are perhaps some

> things to simulate that they think in a very non-mammal way. Perhaps
they 
> do not give much regard to their dead, much as ant colonies do 
> (morale/leadership modifiers)? Maybe they can communicate quietly
through 
> chemicals (modified communication rules)? Perhaps they are resistant
to 
> certain types of environments? Now, these are not all psychology of 
> course, but they are the sorts of things that you can throw in instead
of 
> an alternate psychology rule.
>
> I'm not an actual Stargrunt player, so I am not too good with stats
for 
> things, but I think almost any idea can be reflected in any system.
>
> -Eli
>
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