Update: I also just want to add that this is kind of a repost of my first attempt. Accidently deleted the original. So sorry about the lost comments. Hopefully I have addressed the issues here. Please let me know what you think, I can only improve if you leave some constructive criticism. Thank you. Go to Comment
This was just a great read. I can see a multitue of ways to include this into a number of games, and I'm going to bookmark it for the next setting I run that this will fit into. (working mostly on fantasy at the moment)
Question: How perfect is the process for creating these sub-catagories, and could it possibly go wrong, ending up with something that could not be defined as one of the above? Go to Comment
Really enjoyed this piece. Would add a very "interesting" element to a game. I agree with Valadaar above, wondering how (as he puts it) these "activities" happen. But I suppose that's for your your players to imagine and not for the GM to describe. Go to Comment
A very interesting concept. I'm wondering if I could work it into my game though. The plot hooks don't really suit my players, in so far as it wouldn't interest them. Slayers, and powergamers all. Still. . .a good idea, and food for thought. Go to Comment
Magic should have side effects, both expected and unexpected - fortuitous and deplorable. Expected side effects add anticipation, while unexpected ones increase the drama of the scene. The result can be comedic or dire, it dpends on which circumstances work best for your game.
Ideas ( System ) | February 8, 2005 |