>
> Hero wars rule wise, one way to play that might be that you have to
> succeed at a see in darkness, or some other detection ability to be
> able to spot her, to be able to attack, or even serve as a follower
> to her target.
True. It is open to interpreation, which I like (snarl of darkness would possibly have been a better name but I am not sure...)
> And for snarling up darkness... Well, how many beasts hide in
> darkness? Having it stripped away from them, tangled, taken away,
> leaving them caught bare, vulnerable to revenge. Losing darkness
> is certainly terror for them. After all, the Vingans have Fight
> against Uz... (The vampire slid forwards, shielded from view,
> shielded from them moon... soon another stead shall fall to it,
> but a snarl screamed out behind him... He tried to pull his darkness
> near, but it frayed, twisting away.... Ooops.)
Good points. But then, I've been pleased with how descriptive and imaginitive the players are in their feats. it means I have to be equally canny and rise to the occasion. I must remember your points for later...
> Players need more terror in their lives, even if its not pointed at
> them.
Can I remind you that you said that later? I think we have a trip to the Marsh coming up...
> Steven White
>
> Hey Jeff, why are all the terrifying humans in your campaign female?
> At least most of them belong to our clan....
>
It keeps things close to home and cuts down on the 'Waste her with a crossbow' effect. I hate to loose a good villian(ess)
And, if you have to see them in everyday life, albeit sequestered, it creates a better sense of menace.
But hey, she's on OUR side. I hope.
Jeff
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