PS: Another reason for giving out flying is for characters who may
be involved in the Dragonrise. I figure that if any of the pplayers
make it onto the Virtue Heroband team, flying will be very handy for
carrying dead sages and avoiding snapping dragons!!!
Regards
Rob
>
> >
> > I love that way of thinking (epic struggles birth epic events!).
> The mundanity should be em[ployed to back up your "big bangs" and
> make it more believable. I find players that find things
incredulous
> find it hard to "immerse" themselves, hence difficult to play.
> >
> > Perhaps that is the entire point for a narrator?
> >
>
> it can all add to the mystique really if you manage it well.
> Actually though, IMG everyone bar the entertainer can fly, and the
> Lhankhor Mhy Scholar was gifted an Umbrolli by King Broyan, so it
> never really came up as an issue. For the record, the Orlanthi
> warriors were taught the Flight affinity by the priests of
> Whitewall, as they were given places of honour for the bat blat
and
> the good King and Kallyr thought that it would be a good idea if
> they could fly. Sound like a big give away? Not so - these guys
> were going to face certain death in combat with the Crimson Bat.
> Anyway, most of the Gwandor can fly and do funky things, and my
> campaign had begun to develop that motif. We started cattle
rading
> and broo stalking the herds, then graduated to Heroquests and
> culminating in Whitewall and the struggle against the bat.
>
> Regards
> Rob