This makes it sound as if all wounds are the same. I assumed that a wound from a social skill would cause social problems, a wound from a physical skill physical problems and so on. Further I expected that I would assign a different effect to many wounds, depending on how many are going to get inflicted during the game, just because they are an excuse for a bit of amusement at the players expense.
Frex the effect of the social wound I applied to the humakti was
completely made up and was twice as bad when the bloodline that
cowed him were around because he was so upset by being humiliated
in front of them. This could have prompted attempts by the players
to get that bloodline excluded from the court case that followed in
order to free up the humakti to help them. The more you use bare
numbers in a game the more it becomes a bare numbers game for
the players.
There is a balance to be had between simplicity for speed
and variation to seed interesting reaction. The old
fumble tables for example were such variation, and they
added a lot of flavour. In retrospect their flaw was that they were
specific to combat. Once I have ingested HW as she is wrote
I want to consider generic criticals, fumbles and wounds
since they seem three good places to insert some variation
in effect.
Secondly I want to consider generic rules for countering
enemy edges, like the shield break being discussed on the
list. But in a way that does not describe the context
of the conflict.
Any GM who does not tinker un-necessarily and prematurely
with a game lacks spirit.
Cheers
Nick Hollingsworth
Birmingham - the land of the free and the home of the brave
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