> BTW, the rules are written to accomodate a variety of play styles. If you
> want to let your Orlanth initiates fly using their Air Rune, let them! Greg's
> stories certainly suggest that. Chose the difficulty that best suits your
> game's dramatic requirements ("I want flying to be really hard even for
> Orlanthi" or "I want my players to be heroic so I let flying be very easy if
> they have the right runes"). YGWV and the HQ2 rules make that much easier.
/// Out of curiosity : how did you handle Flying in your own campaign ? How difficult was it, did you use modifiers, was it easier for some (Vanganthi) ?
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