This is part of my reforms. The options I give are not always safe. You'll find safe options slowly becoming rarer and less profitable.
Part two of the reforms. No more lies. Everything I say from this sentence on is going to be the truth. The "lies everywhere" tag has been removed. I won't screw with you anymore. I won't fan the flames of your paranoia. That was good to get a few cheap thrills, but that's not the point I want to make anymore.
The third part of my reforms is reducing the effect of the dice. A 1 still flips the result from positives to negatives, while getting a result over 100 no longer causes an explosion. Only a natural 100 explodes. This means having good stats doesn't guarantee victory, or bad stats guarantee failure. In the darkest situation, there is always a point of light, and in the brightest day, there is always a mote of darkness. It all depends on how much you want to risk.
Now for part four. I'm devoting myself to fairness now. As such, here are the target numbers which for each level of difficulty I place on tests. Simple: 30. Easy: 40. Normal: 50. Challenging: 60. Difficult: 75. Hard: 90. Impossible: 100. Lucky: 150. Good Luck: 200. Opposed rolls are different. In order to win, one side must beat the other. You have seen this frequently in the quest.
Fate has been forgiving to the Ravenswoods. An unlikely ruler arose in a time of crisis, and turned a county from a tax collection spot to a powerful spot in the Kingdom. Now that the crisis is gone and stability has returned, it is easy to fall back into obscurity. This isn't a game like Civilization or Stellaris. This isn't a game about constant growth culminating in a stupid David vs Goliath moment where you are David when you should be Goliath.
This is a game about staving off a return to the dark times. You are David and you need to find every stone you can to kill Goliath.
I won't say "Age of Grimm, Baby!" This is not the setting which RedrumSprinkles intended it to be. This is a setting where Darkness and Light, Evil and Good, Destruction and Life fought to a standstill. Darkness retreated to lick it's wounds, but now it's back. This time there are no Huntsmen Academies. There are no silver eyed warriors. There is no Ozpin. No Salem. No Crow, Raven, Ruby, Yang, Weiss, or Blake.
There is only the Ravenswoods. A minor family, rulers of an underdeveloped Knightdom in the middle of a Kingdom which is king in name only, on a continent the world wants to forget.
This is Ironman Age of Grimm, where the only thing holding back the Darkness from finishing the job is a single torch. Whether you spread that fire to others or let it die out is your choice. It's always your choice.
I know this sounds like the writer being an asshole just to be an asshole while also lecturing his readers about trusting him, it's not. I'm trying to make things clear on how I'm going to run this quest from here on out. If you don't like how I work things,
@CthuluWasRight is much more reasonable than me, and a better writer. I understand and urge you to support his quest. Here is the link:
The Sparks Flicker. If you do choose to leave, thank you for reading, and you've made a good choice.
If you choose to stay, however, you'll get to see just how far you can drive back the Darkness. The torch is your's.