NuclearConsensus
Herald of the Thorned One
- Location
- the Philippines
[X] Plan Monsters and Mysteries
People are afraid of uncertainties and the unknown in general, and there isn't anything more unknownable than death. So of course if things started happening without context, possessions got moved, or guitars suddenly started playing on their own, it would freak people out. But it's not as if we can't provide that context, especially since we have retained our ability to communicate.If the spirit of a recently-deceased loved one were to suddenly appear, do you think most people would react rationally and accept it right off the bat?
Well, I can only quote a popular cartoon from my childhood:But how would they react to that? [...] If your brother died instead, and reappeared saying he was now a magical girl, you'd probably think the grief had driven you crazy...
We really should ask the stranger for their name, etc. (even though I doubt they'll tell us).
It's not suffering, it's how fun the story gets. It's going to be difficult but fair either way, so piling more things on just makes the battle more crazy.What I want to know is why choosing more the seven points of stuff is encouraged. Is it because the GM wants us to suffer...or is there another reason?
I suppose we need to find a well to haunt then.The most intense quests are the ones where everything is on fire, you only have a bucket, and the well is haunted.
You broke the limiter on the fun setting?
Three reasons. First is that while I'm not overly attached to most of the scenarios (aside from the Juggernaut one, which is why I made it locked in from the start) I still didn't want 80% of them to wind up going to waste right off the bat. Thus the baseline of seven points to make sure at least three or four would be picked, with the option to do even more if interested.What I want to know is why choosing more the seven points of stuff is encouraged. Is it because the GM wants us to suffer...or is there another reason?
Pretty much; giving you the option to throw ninjas at us means that instead of you getting writers block and staring at the screen you can throw ninjas at us and have the plot progress that way.Third and arguably most important is of course, as others have said, urgency and fun; always having something to do. Even if some plotlines are shorter than others, generally speaking there's always going to be a few different fires to put out, and by the time most of them have been dealt with you'll probably be facing endgame for the remaining longer ones. And this isn't even getting into things like death's side-offer and team dynamics.