Hi all
Just an update;
The windsword was given to one of the players in tonights game and
my selected solution was the 1W3 and let the players decide its
powers given the narrative needs of the story. I mentioned that
under RQ2 it had several specific abilities but that I had consulted
the tribe and had selected the 1W3 idea. Everyone thought this was
far and away the best solution.
Thanks,
Rob
wrote:
> But your moving back to my original list, which basically acted
like
> an affinity or two. Hmph?
>
> I think I will go with the 1W3, tell them its the windsword its
> powers are Orlanth in nature and anti chaos and see what they do
> with them. I think that I will tell them that it comes with geas
> must never run from chaos and maintain the ritual requirements for
> Orlanth Adventurous disciples per p.14 Storm Tribe. That gives me
> lots of juice to use with the player!!
>
> So far an NPC has been using the sword, but I want to give it to a
> pc and see if he can bring himself to give it up. He/she is
> supposed to give it to Kallyr Starbrow - but will he/she??
>
> Regards
> Rob
>
> --- In HeroQuest-rules_at_yahoogroups.com, Tony Davis
> <gallows_brother_at_y...> wrote:
> > Make it a divine companion instead of a bland little
> > word? Give it three abilities like a guardian or
> > sidekick...
> >
> > t.
> >
> >
> > --- Jeff Richard <richaje_at_g...> wrote:
> >
> > > Ash suggests:
> > >
> > > > How about:
> > > > Windsword 1W3
> > > > Let the players use that however seems fun at the
> > > > time.
> > >
> > > That's the approach I'd take - but I'd keep plenty
> > > of restrictions on
> > > the sword (must be a concentrated Orlanth
> > > worshipper, must fight
> > > chaos, etc.).
> > >
> > > Jeff
> > >
> > >
> > >
> > >
> > >
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