11-20-2013, 04:48 PM | #41 | |
Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Re: Weirdness Magnet in Transhuman Space
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Other people may have a different view of how the real world works and what is realistic. That said, I think you make an important distinction between metagame and in-game elements, Phil. Last edited by combatmedic; 11-20-2013 at 05:08 PM. |
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11-20-2013, 08:17 PM | #42 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Weirdness Magnet in Transhuman Space
Heck, I had one whole campaign with an unbelievably high rate of critical failures. One of the more fun fantasy campaigns I've ever been in (and one of the few I've run). I rewarded the players for critical failures, and always described the outcomes in as outlandish a manner as possible. The characters never accomplished their mission, but it was hilarious. At one point, while trying to rescue a damsel is distress (who was played by a ringer I brought in for the game), the damsel gave up on the PCs, declared it the worst rescue ever, and promptly rescued herself with an improbable series of successes, including a critical at the right moment that left her kidnapper cold on the ground.
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11-26-2013, 05:50 AM | #43 | |
Join Date: Jul 2007
Location: West Virginia
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Re: Weirdness Magnet in Transhuman Space
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Per Ardua Per Astra! Ancora Imparo |
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11-26-2013, 09:50 AM | #44 |
Join Date: Aug 2004
Location: U.K.
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Re: Weirdness Magnet in Transhuman Space
If it's not justified, it's just a negative Reputation. A Weirdness Magnet is an epicentre of weirdness in game terms.
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-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
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realism, weirdness magnet |
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