>I made it explicit that the players could define what the items do
>(like if someone were to take "Salt of the Earth" during character
>creation without defining it and then thought of something later). The
>player who bought the Salt said that he wants it to make it possible
>to heal wounds more than one step at a time. You rub the salt into the
>wound and then you can heal it again or something. Anyway, it would do
>what you normally need a Secret to do and make suffering defeat in
>combat relatively meaningless as long as someone is around to heal.
>
>
>What should I do? My instinct says to just say no, but in the past few
>years I've been trying to say yes to as much as possible because that
>seems to work better.
Don't forget "yes, but." Possible "buts:"
Then it's used up.
It leaves a horrible scar.
It's rubbing salt into the wound -- yes, it heals you, but you're in terrible pain for at least the next scene.
It only works once per (RuneQuest-style) hit location.
Trolls can tell you're pre-seasoned, and want to eat you.
And yes, if it's a magic item, it starts at 13 (the Salt might be way more powerful, but you haven't yet learned how to apply it efficiently).
-- David Dunham dunham_at_... Glorantha/HW/RQ page: http://www.pensee.com/dunham/glorantha.html Imagination is more important than knowledge. -- Albert Einstein
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