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 Kidnapping a bank
Author: Chris Camfield (---.71.40)
Date:   11-30-2001 07:44

It's not THAT difficult, you just need a zeppelin. (Obscure British radio comedy gag.)

This looks like fun, although it's less fun playing in the US if you're not from there. On the other hand, playing in Canada would be sort of... linear.

However, there seems to be a problem with the basic Johnny Law mechanic. (Playtesting is a good thing...) You say that the roll is a d20 versus the player's crime value; if under, the police catch up. But you *halve* the die roll if the player is in a new state?

Also, it doesn't seem to me that the game would last that long. The average of two dice for the crime roll is 7, so I'd expect few criminals to last more than a few turns.

What if there was a bonus to the JL roll for each adjacent state which the player has committed a crime in? This might encourage cross-country treks rather than staying in one area.

Chris

 Topics Author  Date
 Kidnapping a bank  
Chris Camfield 11-30-2001 07:44 
 RE: Kidnapping a bank  new
Ben Brown 11-30-2001 08:04 
 RE: Kidnapping a bank  new
bv728 11-30-2001 08:24 

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