GM will need to create a number of descriptive "bits" before hand. That way the GM can just "pull them out of his sleeve", and drop them liberally into the game, to reinforce the visual imagry of the scenario and add to the chaos with the deep description.
These descriptive bits are setting and character riffs that the GM should think about. These descriptive bits should be put on "cue cards" for ease of use.
Examples: The Jonguleers currently have the Contessa Di'Martheen trapped between them as they throw a variety of sharp objects. Her husband to be is screaming in rage, while she resplendent in a red and black harlequeen check inspired dress, is laughing hysterically.
There is a crash around a juggler. He stops and catches all his plates, making a show of counting them. The poor servant who did drop all those plates is currently being abused by a noble, while other servants are trying to clean the plats off the dance floor... where people are still dancing.
How did this one escape our notice for so long? Who also voted for this thing, all these times and so high. Who ever they are, they need to have their voting privlages revoked.
A couple of things besides the obvious of "too short", not enough description, about as interesting as drying paint...
There is no plot, no drama, and no hook to this character. Nothing to make this character more than a cypher.
At least your English skills are better than PAR.
I want you to think about the Gold Standard:
If the character (item/ setting/ plot) is not as well described or as well developed as a character (item/ setting/ plot) in a novel (excluding horrible game fic novels), then it is not yet ready to be posted. If it is not the equal of said characters, then you need to do more work on it. Go to Comment
Actually can easily be incorporated.
1) Evil Dark Lord Looming in the wings... someone sends you to find it... just in case.
2) Somebody wants to know where it is, so they can control it, so it can't easily be used against them. Thus troupes are hired to look for it.
3) In response to 2), other people start hiring troupes to look for it and prevent those others from having it.
4) Item has gone missing from royal treasury, find it.
I mean the joy of this thing is that no matter how many times silly people use it, it does not really effect the campaign, as everyone forgets all the related events and problems.
It is the balancing factor. It also requires someone very internally dedicated to the removal. After all, in a few weeks... nobody will know that YOU ever existed, not even your mother. Nothing else you have done will be known. If the results of your previous actions still exists, someone else gets the credit. This would stop so many people, as you are not "making your mark" on history. Go to Comment
Well yes. You also have to be able to sufficiently visualize and comprehend your target. This limits the number of people who could, even remotely, target a God (unless said being manifested upon the world and you saw them) (or large enough group). One of the game functions of The Weapon is to give an explanation why the Gods do not manifest on the world any more.
Imagine what would happen if one removed that god's impact from the world....
Imagine the time between the instance of destruction and the settling of time, especially if that God did something important (like create a part of the world). The world would start coming apart. I assume another deity might travel back in time and undo the guy who was going to use the weapon... or another deity might be forged from the rush of energies entering that god based vacumn.
The world changes. The GM gets a moment of edit.
This is the joy of this weapon for a GM. Continuity is a watch word for GMs. Yet, here is the perfect mechanism of edit. The GM could radically alter their world, removing something that bothers them, ... perhaps letting the player and characters remember the world the way it was before (for a while)... and the edit could be simply a use of GalwaEnchena. The players investigate this dis-continuity and discover the "End of all Conflict". Go to Comment
The reason I am asking is have you ever tried to play all Ninja game? There is a reason that most Nipponese fantasy games suggest you don't. It becomes a difficult game to play because you are entirely outside the social norm of Nippon and you have to contend with all the Ninja special abilities and tech.
From the Books of Corvus (the early volumes), "You could always tell a gate that led to or through the Shadow Realm. There was this "slime" that always built up around the edges. Slime is not quite the right word, as that would imply a texture or touch. It was nothing but shadow, no temperature, no real weight, just a volume of shadow. Some guardians of the gates collected the stuff with a religious fever, but most gate guardians simply scrubbed the stuff off and tossed it in the trash." Go to Comment
From the Book of Corvus (The Later Volumes part IV), "The experiment to make a shadow orb failed, though it did make an artistic splat upon the walls when the sun shined early in the mowning. Stopped staff from cleaning it up by turning one into a Wombat. I hate repeating myself. "
4 days later
"I became visable today. Perhaps trapping Shadowclots in a glass globe is not a great idea." Go to Comment