1:23:20 Totally this! One of my favorite games calls this "Describe to Live"
@TimeLapsePrintsКүн бұрын
Regarding ash, just as a substance, I'm just immediately reminded of the potential for explosive fires created by flammable particulate. Like a grain silo fire.
@TimeLapsePrintsКүн бұрын
"Your reputation proceeds you" can be good, can be bad, but it'll always be interesting (contacts and connections)
@shaner902 күн бұрын
Cool camping abilities could be something like the ability to divert a bad random encounter that would have otherwise caused the intended rest to not happen
@TimeLapsePrintsКүн бұрын
The book keeping trading sorts of abilities could be a whole supplement. I agree though the keel of the game is adventure.
@TimeLapsePrintsКүн бұрын
Social stuff could be... "player can ask the GM for some insight into what the NPC wants from the conversation" it's not math mechanical, but it can give the player some meat and potatoes to roleplay with. Like, "you notice the barkeep has a dog tattoo and is particularly kind to the dog at the fire eating scraps... perhaps they can be bribed with toys for the pup."
@shaner902 күн бұрын
Knave > Shadowdark, IMHO Great stream!
@TimeLapsePrintsКүн бұрын
All these streams just make me want to read some designer notes about why you make the design decisions you make,.
@TimeLapsePrintsКүн бұрын
Hey, Below isn't a pirate movie, but it is a haunted ship movie.
@shaner902 күн бұрын
1:51:51 I think the problems people have with likenthe 5.5 thing Tyler was talking about is that the onus of game design shouldn't be shifted onto the consumer. To me that usually indicates poor game design if the user is immediately changing or ignoring things.