So the GM may need to ask the player why a smith. Having power and prestige as a leading clan member could be just fine, without lots of bronze-working fiddly bits.
[yes, I am behind on the mailing list!]
On Oct 10, 2012, at 9:40, Andrew Larsen <aelarsen_at_...> wrote:
> Those two examples are directly out of HQ 1's examples of what Gustbrani smiths can make. Generic Sharp Sword seems rather limited to me in terms of MGF.
> I guess my feeling is that since HQ puts a lot of emphasis on players being able to play non-combat cults, playing those non-combat cults needs to feel as cool as playing Orlanthi and Humakti, albeit in different ways.
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