Re: Creating and playing a Lucky character

From: Robert Thornton <oblate777_at_0Wepf4I3Z3drz5ac4VR-ki1jJKaA4MluKtxNiOofcI3kx0CKbc1gEbdVhA373oO20K>
Date: Fri, 5 Aug 2011 03:52:57 -0400


A side note: I just think Niven's Ringworld should be mentioned here. I can't say anything else for good reason. But those who have read it should know what I mean. :)

On Aug 5, 2011, at 3:31 AM, hcarteau_at_2wJTKnqlVMJJLBMR55qGdGbFidt5Mu7qln4wxoO-ONnvfJSZlDM4CAkLiOKpBuhZ89iTN5ianq4.yahoo.invalid wrote:

> Isn't that against the character concept?
> /// It's Luck. "She Giveth and Taketh away" !. But I see your point.
>
> It might be more interesting if the bad luck hits close to the character, but not directly. So, the character can gain a personal reprieve (say jump an incredible distance out of the collapsing cave) but the entire party will find the next bridge they absolutely have to cross collapsing - possibly after this character as scout has barely passed it, possibly before them while nasty things are in pursuit.
>
> If an incoming missile gets targeted at the character, select a random target - including the character, but also including his party. I wonder how popular this character would be in the long run...
>
> /// That is much better, and pure poison for inter-group harmony. In fact, it could be that the character's presence steals others' own Luck. Thus, the collapsed bridge, etc. I love it. Thanks for the idea.
>
>

[Non-text portions of this message have been removed]            

Powered by hypermail