Search found 21 matches

by lanir
Sat Aug 03, 2019 8:40 pm
Forum: For Players
Topic: Romance and Seduction
Replies: 9
Views: 1301

Re: Romance and Seduction

I agree, the social combat options are not really needed. It was an afterthought because it seemed like something that was expected. Usually the benefit of a social connection is... you have a connection. Generally that means you have someone who can help you, provide you with work, get you informat...
by lanir
Fri Aug 02, 2019 7:28 am
Forum: For Players
Topic: Romance and Seduction
Replies: 9
Views: 1301

Re: Romance and Seduction

I don't really have a lot to add to the idea. It's pretty straightforward. For each attitude above Neutral, add a tag line or phrase that helps everyone remember why that person thinks that way. Friendly or Unfriendly probably aren't too demanding but there's usually a good reason for someone to be ...
by lanir
Tue Jul 23, 2019 6:56 am
Forum: For Players
Topic: Romance and Seduction
Replies: 9
Views: 1301

Re: Romance and Seduction

Don't have anything to add directly to this. But before I read it I thought it would be about modeling a longer term relationship rather than one event and I started thinking about how to do that. If you end up wanting to model such a thing at any point, especially with levels or something I might s...
by lanir
Sat Jun 08, 2019 7:16 pm
Forum: For Game Masters
Topic: Optional Rule: Lowering Mystic Defense
Replies: 6
Views: 2553

Re: Optional Rule: Lowering Mystic Defense

Extra successes (for extended duration, or effect, or whatever) are calculated based on the target's Mystic Defense. So the spell will always succeed, but might not reliably provide those enhanced effects. I asked my players and they were all for using this as printed. I did warn them that this sys...
by lanir
Sat Jun 08, 2019 7:07 pm
Forum: For Game Masters
Topic: Weak Horrors
Replies: 16
Views: 2827

Re: Weak Horrors

I had an idea for a Horror but it involved a particular placement and my players veered in a different direction. So they won't encounter this until later. It's concept mostly, not much in the way of system/rules yet. Basically I wanted to go for less jump horror and more psychological horror in my ...
by lanir
Sat Jun 08, 2019 6:22 pm
Forum: For Game Masters
Topic: Weak Horrors
Replies: 16
Views: 2827

Re: Weak Horrors

I don’t want to side track this thread but it’d be awesome if you posted a new thread with some examples of how you brought it all together. I love trying to interweave stories and NPCs together in different ways in an effort to make the world feel alive and lived in by other people besides the pla...
by lanir
Sat Jun 08, 2019 6:19 pm
Forum: For Game Masters
Topic: Weaving Plots: Making Worlds Look Alive
Replies: 0
Views: 539

Weaving Plots: Making Worlds Look Alive

To avoid getting another post derailed, I'm starting this one about how I run a few different plot threads at a time to simulate the kind of activity that implies a world in motion. If the only time things change is when the PCs roll into town and change them, your world will seem static. If the PCs...
by lanir
Thu Jun 06, 2019 9:28 pm
Forum: For Game Masters
Topic: Weak Horrors
Replies: 16
Views: 2827

Re: Weak Horrors

I hadn't gotten around to reading through Questors yet but it does contain an interesting idea. I think what got me thinking along similar lines was a vaguely remembered read of The Space Vampires by Colin Wilson. Some spoilers for it below. The titular creatures feed off of energy and human emotion...
by lanir
Fri May 24, 2019 2:24 am
Forum: For Game Masters
Topic: Weak Horrors
Replies: 16
Views: 2827

Re: Weak Horrors

Stories can always be wrong. But stories in Earthdawn can help build a legend. Verjigorm certainly has one. He wasn't even present this time around but the dragons are still so freaked out about him that they swap tales. The background story for why Horrors are here has apparently changed over time ...
by lanir
Thu May 23, 2019 10:28 pm
Forum: For Game Masters
Topic: GM Trick: Running Pack Tactics
Replies: 3
Views: 1243

Re: GM Trick: Running Pack Tactics

Thanks for the feedback! I should have mentioned that the most important bits seem to be how you stagger the attacks and how you describe everything. You can wing it for the rest. I mostly did when I used it but it seemed like it would be useful to give it a more thorough description for other peopl...