Forum changes: Editing of posts has been turned off until further notice.
Started by Spooky Fanboy, June 01, 2003, 09:52:58 AM
Quote from: Spooky FanboyOkay, now that that's solved:Now, how many successes would be needed to create a small town (pop. 150), a fictional relative for a PC, and make both so that it seems they've always existed? How much magic does it take to directly translate Director stance (creating a fictional town complete with fictional relative) into game reality as in the above example?
QuoteAlso, a question completely unrelated to the one above: how is experience handled in this game? Is it handled in this game?
Quote from: Matt SnyderAll told, though, I'm a little curious as to why you'd ask all this. Assuming you'd be running the scenario for several player characters, why not just assign ratings as you need them, maybe even prepare some NPCs before hand (though NOT the "plot", of course!)...All this "how much would it cost" stuff really only matters if a player character wanted to do all this. And that's something I'd encourage! You could do it so that the players are pitted against one another in their Village of the Damned scenario. That'd be very cool, given that all players understand it isn't competitive gamism, but rather cooperative narrativism in which their players are bouncing conflicts against one another.
Quote from: Matt SnyderPut simply, this means that Tricks can increase the Muse rating. There's really no cause or need to increase the other characterisitcs, since players will be doing that all the time. Characters attributes will fluctuate often. Muses far less so. In a sense, Muses are always sacrosanct, and only the player may select when and how they increase / decrease.