[X] [Interlude] Pouring Rain
Wind blows, rain falls, and the strong prey upon the weak. When the strong collide, then, what is the weak to do but run away?

Also: All the Shinies!
 
Events are shaped by material conditions, not the actions of a single Great Man.

.....

I also see a Spirit of the Terror has formed? Very cool.

[X] [Interlude] Pouring Rain
 
Yeah. I took a look at how many Shiny-granting achievements you were getting and quickly realized for game-balance reasons that I could only allow you to win achievements once.

That sounds fair. Can we get a list of achievements that we have achieved so we know which ones we don't have to worry about getting in the future?
 
[] [Interlude] The Swagger of Heroes

Edit: changed my mind
[X] [Interlude] Pouring Rain
 
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Yeah. I took a look at how many Shiny-granting achievements you were getting and quickly realized for game-balance reasons that I could only allow you to win achievements once.
May want to reconsider that stance. Not because of trying to force a Monty Haul GM approach, but because your going to encourage achievement hunting over logic with that stance. It'll make the MC act erratically in character as the methodology the MC follows wanders all over the place chasing bonuses. Instead consider making rewards require the achievement to go off multiple times between bonuses. Require 1/10/25 triggerings of the achievement before reward. Though I suggest hiding the thresholds.

Look at the 'Catch all Enemies' achievement... one and done encourages sloppiness while letting criminals and agitators free because there is no real personal benefit to thoroughness. If its constantly triggering its going to freak criminals out that those guys are here for them. Narrative effects are going to kick in because of it.

On the other hand getting, 'The ministry funds itself' repeatedly is going to make the higher ups much happier with the team. Though it could also make the ministry get funded only to a certain threshold or they divert your budget elsewhere because 'you don't need it'.

So as a reader I suggest having the achievements effect things story wise if not in direct benefits. Though if the party becomes the harbingers of everyone corrupt being screwed constantly its going to set up retaliatory responses and greater and greater panic responses. Bringing more danger and conflict but new opportunities at loot.
 
Yeah. I took a look at how many Shiny-granting achievements you were getting and quickly realized for game-balance reasons that I could only allow you to win achievements once.
I second @Necratoid 's suggestion that diminishing returns might be the way to go here. That, or diminishing the value of the individual achievements so that you need two or three of them to earn +1 Good Thing.
 
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