#286
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Playing - High Risk, Heist Reward | The Grand Tour
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#288
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I think everyone's gotten their posts up so I will put up a response today, sometime after noon dependent on what's going down at work. I will probably summarize interactions and push forward with anything that needs completing, like shopping attempts, being finished up in PMs.
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Jan 8th, 2013 at 08:31 AM. |
#289
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So, someone was kind enough to gift me with the Pathfinder Plot Twist Cards deck for Christmas. It seems to be a very cool way to give the players a new method to assist in crafting the story by adding a twist to the current tale. It could be as simple as taking one of the inspiration phrases from the card, or as involved as taking the card's theme and suggesting a side event based on it.
I'm of a mind to include them when you guys hit level two. Players get one every level and there are options for getting a new one to replace your old one. Any interest?
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Jan 9th, 2013 at 12:28 AM. |
#290
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Count me in.
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#291
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I have no idea how they work, but random card fun is always good.
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#292
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I've never heard of them, or know how they work, but I'm game to try.
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising |
#294
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Don't fret, I will post the details on how they work in the mechanics thread today so you'll have plenty of time to familiarize yourselves with it.
They're optional in the same sense that hero points are optional. Everyone will get one but you never have to use them if you aren't interested. Introducing a plot twist can be beneficial to your group, such as creating a disadvantage for your enemies. It can also be used to create a disadvantage for yourself, which is the easiest way to acquire a replacement if you create an interesting situation that works against you. They can be played to the advantage of other players, but not to disadvantage other players (though a disadvantage to the whole group would benefit each player involved with later bonuses should they all agree to it).
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Jan 9th, 2013 at 12:00 PM. |
#295
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I'm good with the cards.
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"In the land I now know to be mine - with a heart so dark its near blind..." |
#296
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Apologies for the wait there. This month is going to be kind of hectic for me so you may find that it takes me the full 48 hours to post some of the time. I'm trying to put together some creative work to apply for an upcoming writer's workshop and that is dominating my free time.
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Playing - High Risk, Heist Reward | The Grand Tour
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#298
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Playing - High Risk, Heist Reward | The Grand Tour
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#299
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Good to know.
This will be over quickly. Post updated with rolls.
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising Last edited by DraconigenaArma; Jan 12th, 2013 at 10:00 AM. |
#300
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This is hilarious. No other character have I ever played spends this much time unconscious, detained, and incapacitated.
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Current Games: The Knick Knacks of Doom | Star Wars: The Jensaarai | The Iron Gods | Goldmyr's Rise of the Runelords | Breach Runners | Black Sun Rising |
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