DRL > Requests For Features

new trait

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Kornel Kisielewicz:
Adral, I think your example is too munchinish ^^. On my session it would look like this:

Thief : Ok, I look at the lock, does it look tough?
GM : It looks like the typical bolted mechanism from pre-Imperial times, you feel it'll be a breeze.
Thief : (to others) Okay, step back, this can get ugly! (to GM) Ok, I open the lock.
GM : It takes you less time than for a experienced lover to untie a womans corset.
Thief : (to others) That was close! I get a double share of the loot this time!
Warrior : (to himself) Why do I feel so gullible?

Adral:
Well, your example sure is better... I couldn't think of any other at that moment, but I wanted to make a point :P

P.S: A session ran by me would also be more similar to what you've written than to what I had written :P

TFoN:
Heh, a session with me and my friends goes more like this:

Me: Ok, there's a locked door, what d'ya wanna do about it?
Misha: Break it down.
Me: That may be dangerous. *Again*. HINT, HINT.
Dima: Then we'll break it down from a distance! :)
Me: Fuck it... Ok, how?
Misha commences to coerce a bystander to open the door.
The bystander explods.
Next hour is spent out-maneuvering the authorities, which are often eventually butchered one by one.
I should note that when there's likely to be no bystander around, they might kidnap one to bring along.

Our games are based on how interesting a move one can make - armies can be dispatched by a player describing an unusually good idea for a spell or by convincing the DM that the laws of physics shouldn't apply to him :P


I just thought about it: Fallout has the Awareness trait, which does exactly what ultimate26 suggested. I'm still against it here, but this shows it's not unheard of. And Fallout's a well made game, where the realistic feel's kept just fine.

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