Re: [Basic] Advantage of the Week (#34): Destiny
One idea is to let the PC know he has destiny but don't tell him what it is. Instead give hints from crazy women, an old wizard with a spear, what not. Destiny can be kind of like a mystery story and some ideas can even be gotten from the Mysteries volume. The main rule is that it be dramatic when it comes, unless you are pulling a one time prank.
Also don't choose a destiny the GM can't bring about. The PC cannot have a destiny to kill his father and marry his mother because he can kill your plan with mere celibacy. Unless of course you have an allegorical meaning("The PC's mother was his nation and by becoming king he married it"). In fact you can have lots of fun with those and that is in the tradition. After all Crossous was never told which empire he would destroy.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison
Last edited by jason taylor; 03-01-2017 at 11:49 AM.
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