Re: Creating and playing a Lucky character

From: Peter Larsen <p3larsen_at_3F8iuQeJuusdyBEZLB4p3SFlEjlHvAaLNxL2jRf_XugGYyDQu60e0d4HKQO1bM5OOzi>
Date: Fri, 5 Aug 2011 10:30:08 -0400


On Fri, Aug 5, 2011 at 5:58 AM, Stephen Tempest <e-g_at_M4n7SWc_uWmRnAX2LrLdo8DdwCUUykD9vp9StWqdD9uemn7nLGHCbVqLULDHyicVbNAnkJ1yTLpctbXP44Agag.yahoo.invalid>wrote:

> **
> Some other suggestions:
>
> If he ever boasts about his luck, the affinity will fail next time he
> tries to use it in a serious contest.
>

and other good ideas.

I think the way to approach this is narratively. The problem with "Lucky" as an ability is that it gets perilously close to a "bonus to everything" or "all-purpose ability," which is likely to be less fun for other players. So I would let the player have it, but connect it to some narrative device -- the luck comes from

a lucky charm which could be lost, stolen, whatever the blessing of some being who could become offended, overtaxed, or bored some set of conditions that must/must not be done a cycle of time (day of the week/season of the year/whatever)

If the character runs afoul of the circumstance, they get a negative modifier to everything they do. These circumstances could drive stories (although, again, that risks making it All About This Character) or just provide bumps in a storyline as needed. It might be interesting if the player/character has no idea why the character is lucky...

Peter Larsen

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