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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 81 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
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Author Topic: [DitV] Deconstructing Initiation  (Read 3511 times)
RARodger
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Posts: 13


« on: November 02, 2009, 02:48:53 PM »

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5niper9
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My name is René.


« Reply #1 on: November 03, 2009, 07:57:41 AM »

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lumpley
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« Reply #2 on: November 03, 2009, 08:28:14 AM »

I think I'd recommend something a little more complicated. If I were designing this game I'd want the labwork to be able to escalate, I think.

Have you seen the simplified NPC rules? Let me find 'em... here, although that's pretty cryptic. Follow the link to Afraid for an explanation.

But yeah, I believe that if it were me I'd treat the labwork mechanically as an NPC, not as initiation/demonic influence dice.

Oh, here's another thread you might enjoy: A question to Vincent.

-Vincent
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RARodger
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« Reply #3 on: November 03, 2009, 06:25:47 PM »

I would love to do it as an NPC conflict, but I'm having trouble figuring out who or what the opponent should be (since I'm largely trying to keep to Ars Magica's setting. The idea of the lad work escalating is very attractive, though.

I don't think fall out per se is the problem, 5niper9. I don't necessarily want it to be dangerous, just hard.

Thanks for the link, Vincent. I'll check it out.
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RARodger
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« Reply #4 on: November 04, 2009, 03:17:23 PM »

Upon further consideration today (and 4-hours drives give you plenty of time for further consideration), I've changed my mind. I don't think I want lab work to escalate on its own, I just want it to be tough. Fall out will come based on what kind of lab work you're doing.
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lumpley
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« Reply #5 on: November 05, 2009, 08:43:37 AM »

Cool. Then the demonic influence dice should be a pretty good guide, say 4d6+2d10 to 4d6+5d10. Try it out and see how it goes.

-Vincent
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