Re: flaws; Initiates & Devotees summary

From: David Dunham <david_at_...>
Date: Wed, 27 Sep 2000 07:24:12 -0700


Tadaaki asked

> What should I treat Flaws ?
> For example, if a durulz (Small 14, Boastful 12) try to move a big rock
> (regist 1W) or convince a suspicious merchant(Suspicious 5W), what
> should I treat it?

I think this has been discussed before, so you'll find something in the archives (are they searchable?).

One idea is to use Small to give an augmentation to the rock -- perhaps a +2 bonus (since that's the highest augmentation whose resistance is less than Small 14).

Boastful is not a flaw in this situation.

Wulf

> > That's about 60% devotee, 40% initiate
>
> I think a lot of this is due to expectation. Since you get nothing
> back from choosing Initiate rather than Devotee during character
> creation, players may feel cheated having Improv Mods.

I didn't get as much feedback about the requirements question, but my impression was that most narrators are being pretty lenient about the extra time and resources needed to be a devotee. In fact, it was more of a reward than a penalty: "Here's an important mission you have to go on" rather than "I guess you're too busy to do that."

I think this is partly due to the lack of guidelines, and I expect Thunder Rebels/Storm Tribe will help here.

David Dunham <mailto: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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