[DF] Weirdness Magnet in DF?
If run by the rules as they are in Dungeon Fantasy 2: Dungeons, DF campaigns are somewhat lacking in the social side, as it should be.
If Weirdness Magnet is supposed to be mostly a supernatural social disadvantage, how to handle it there? More random random encounters? Just give -2 to reactions in town, and have some minor inconveniences during wilderness and dungeon action? Something else?
I have a new DF game starting in two weeks, and there's going to be a Weirdness Magnet High Elf Wizard in the game, but I don't really know what to do with it in DF (to make it worth those points). One player thinks it could just be used (in DF) like an unpredictably working Enemy with a weird slant, but I'm not so sure that's what I want, or the Elf player for that matter.
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