Quote:
Originally Posted by WingedKagouti
Mistaken Identity is one of those advantages I can see being very good for plot hooks and having stuff happen during downtime, but only if the GM remembers it exists. I can't remember a campaign where a character had it, so either no player i've played with picked it or none of my GMs remembered utilizing it.
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This is the kind of effect it would be legitimate for Weirdness Magnet to produce (another disad that needs the GM to remember and implement it). I regard that as very hard work for the GM… but I'll leave that until DotW gets there.