> HQ takes this approach), it's important that readers be able to deduce
> what the spell does from the name. And that requires simple,
> relatively unambiguous names. There's no point having rules if nobody
> can understand them.
To borrow a Forgeism, the game system and game world description are tools for building a social contract. I don't want to spend an hour or so discussing what this feat can or can't do, or how to resolve that kind of contest, every single fricking game session for a whole campaign. And yet that's what I ended up doing.
I want those several days worth of game time back, plus the time spent discussing such things online, and in the pub.
Simon Hibbs
P.S. Actually, I don't mind the time spent in the pub.
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