Quote:
Originally Posted by Peter Knutsen
Because if characters, rather than players, decide when their luck traits are used, then that's extremely horrible metagaming. So basically any luck trait or luck trait system I design has a rule about characters acting as if they rely on being lucky in a specific instant or situation, e.g. when betting all their money on the number 27 at the roulette wheel.
I'd really like to have a luck trait specifcally for gambling in Sagatafl, but I haven't been able to find a way to make it work in a roleplaying gaing context.
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Err, wait, you have no passive luck traits like in Age of Aquarius (the TT RPG) or Morrowing (the CRPG)?