07-16-2017, 01:24 PM | #21 | |
Join Date: Dec 2010
Location: Seattle
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Re: MH Thaumatology for Dummies?
Quote:
In addition to points at the end of each session (typically 3 - 6, plus a "MVP" point awarded by the players, and a 2 - 5 point award for completing an adventure), I am doing retrospective training montages between adventures. To do this, I make a small "lens" type collection of advantages and skills, giving a few, but not many choices to the players. They just finished their second adventure, so they're due for their second montage. The first was 25 points, which I used to address some holes I could see in their builds and direct them to the path they're most interested in for their characters. Their investigator got some added skills and boosted IQ by a level; the lore-master got some physical boosts, as he was all brains and not much else - not good for the actual fights; the ex-Ranger got Fit and some background skills plus a boost to guns skills; and their thug / melee fighter got attribute, skill, and Talent boosts. I may go up to 50 for the second montage, depending on what I'm planning and the direction they're hoping to take their characters. The plan is to boost them by 100 - 150 points over the first "season", then have a larger training montage between seasons in order to grant them whatever special abilities they are hoping for (i.e., give them the 200 point upgrades from MH4: Sidekicks). I have considered breaking up those forward looking montages so that they get much better through training during that second season. That will put them up to 500+ points plus earned experience by the beginning of the second season, which will turn them into full fledged hunters. I expect the players to be familiar with their characters' abilities and the general game mechanics by the time they have that many points.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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thaumatology |
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