Re: Re: Sorcery Question; items in narrative

From: bryan neff <nagilfar_at_...>
Date: Wed, 11 Oct 2000 20:05:54 -0700 (PDT)


Actually I just presumed it was that way. It seemed to be in the spirit of the rules from my reading. That is wjhat I like anbout this system is it allows for 'contained improvisation'. Thanks for the feedback. These type of interpretations are common in my games--they just become ways of playing and until we compare notes with others we have no idea wheter they are 'wron' or 'right' as long as its all pretty consistant.

> Bryan asked
>
> > In my case I did intend for it to be special. So
> > during play if I come up with a creative feat or
> > ability then I can cement it in afterwords with an
> HP,
> > correct? I can even come up with ideas between
> > scenarios--it just would cost x2?
>
> I hadn't thought of using items that way (in
> particular because I
> think they should be increased at 1 : 1 rather than
> more costly like
> an affinity), but that makes sense. In my case, I
> could have written
> "Holds 20 men" under Snapper (the boat). I always
> figured it was OK
> to improvise -- I wasn't going to complain if next
> time it could only
> hold 16 (after all they might have more gear, or
> Snapper wasn't in as
> good a mood). Plus adding the point to the overall
> rating meant that
> Snapper could be faster next time.
>
> But if the player really wants to preserve the exact
> effect of an
> item, it would make sense to spend a point.
>
> Adding new features would definitely require
> narrator approval in my
> game -- I think it would be unreasonable for me to
> have written
> "Travels safely underwater" even for 2 HP.
>
>



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