Re: Actual Play

From: drpachyderm <dunlaing_at_...>
Date: Tue, 09 Sep 2003 19:38:29 -0000

> Hi!

>

> >* I think I may have given the Practitioners' spirit allies and

> >fetishes high ability ratings.

> This did come up during playtesting. Once the players realized,
though, how

> limiting the once-per-adventure bonus is, they were more careful
with its use:

> 1) How do they know that they're at the most important point of the
story?

> 2) Once the spirit is released from the fetish, they no longer get
the "lucky

> charm" automatic augment.

>

> Don't get me wrong, it's a very powerful effect to be able to add
the spirit's

> ability to your own. However, that one use really does limit.

>

> Style of play, I think, can make a huge difference.

Yeah, I think I was planning on short adventures and it seems like this will necessitate longer adventures. I was hoping to do one-two session episodes (I had a lot of luck with that sort of thing in Adventure!) and weave them together into a campaign. Now it seems like I'll have to do longer "adventures" in order to keep the Practitioners from overshadowing. Maybe I can have a campaign made up of many Adventures each of which is made up of several Episodes.

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