Setting of [Kult] in [Sorcerer]

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greyorm:
Quote from: lachek on February 28, 2008, 11:28:19 PM

I don't detect anything in your post that's necessarily contradicting my goals, though (?). I'm not trying to fit Sorcerer's rules into a setting that demands railroading and GM-enforced morality -

Sorry, I must not have been clear enough. I didn't mean to imply anything was contradicting your play goals, or suggest that you were in danger of railroading, just trying to explain the use of the concept and reasons it gets discussed (and to talk you down from the Cliff of Navel Gazing we've all stood on one time or another!).

Quote

I'm hoping that by using Sorcerer's rules, Kult's reward system will be exchanged for one which fosters individual choice and is more likely to anchor characters in concerns within Illusion than push for excursions into Reality.

Awesome. Most of the stuff we could discuss now and that we're moving into should be things you determine and discover in play, and as stated above, you sound like you're ready to go. So, go, play, have fun, then come back and tell us about it!

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