Re: Rhino Helm

From: Andrew Larsen <aelarsen_at_FDx7PRmxAKXXQ6G8rVo1heKUXt2NBiPD2-bQaUvy1clgoHNhjs2K9lQC2pr7zkHur4a>
Date: Fri Mar 02 10:53:59 2012

In my campaign, gods and spirits tend to be a little more pro-active. The Compromise forbids them from directly fighting, so they generally nudge their followers in a variety of ways, such as dreams, visions, divinations, and the like. How PCs react to those communications if always up to them though. In this case, the PC was perfectly happy to explore the more disturbing elements of Eurmal.

Andrew E. Larsen
On Mar 2, 2012, at 12:16 PM, Phil Hibbs wrote:

> Adept:
> >I much prefer playing through madness provided by the GM. So you
> >can struggle through it and against the hallucinations and such.
> As I've said, different groups will have different dynamics. I've seen that
> done in an abusive way, and others in my group have been traumatised by it,
> that's why I try to avoid it.
> Phil.
> [Non-text portions of this message have been removed]

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