Stealth Magic and Challeges Eclipsing a Single Encounter
contracycle:
Can you tell us about the random disasters system works and where it is problematic. You shown us what you want the outcome to be like but it's not clear exactly what is you that makes the random system unworkable.
Callan S.:
Quote from: Ron Edwards on September 06, 2011, 03:59:47 AM
Also, Callan, when the goals of a post are explicit, stick with them if you're going to post. Higher order questions about goals and standards for fun should be reserved for threads where someone is clearly conflicted about those issues. Not every thread has to be about that stuff.
It ties in directly as far as I can tell. The game slows down until either the problem is solved by the curse being removed or the problem is solved by the character just dying. If the players aren't doing the former and this game is one where the latter is not supposed to happen - there's the source of your slow down. It simply can't resolve. In the second example it's only solved by a deus ex machina, as Brimshack says himself.
Granted, I didn't describe that connection when I asked.
Rubbermancer:
Quote
Can you tell us about the random disasters system works and where it is problematic. You shown us what you want the outcome to be like but it's not clear exactly what is you that makes the random system unworkable.
Or, better yet, give us a link? If we can see this problem within the larger context of the rules and setting, it will be a lot easier to spot solutions that are congruous.
From what I can see as it stands, this whole thing might be a more entertaining experience if you really embellish the ill effects, and not just in a mechanic sense. Your player might not be able to pee without passing inexplicable kidney stones first, and these kidney stones might be detailed with miniature bas-relief signatures of the caster, or even rough area maps or keywords. Or a player might get random stomach cramps whenever they look at food or the colour green (nasty if you're in a forest), but if they have the endurance to look at green things long enough without pause, the pain takes them into a temporarily elevated state where they can reach beyond the walls of the curse and divine secrets about the witch. How much they learn would be dependent on their fortitude, and whether or not they pass out or have to look away. A nasty battle of wills, and it provides a realistic (lightly used term here :P) drawback to the curse. No curse should be perfect; the players should have a way of making it backfire.
Design your "Malaises" liberally strewn with clues about their provenance. Drop a lot of fluff about the witch when the party first meets them, giving them a) the clue that this person is important and b) a lot of elements that they can later connect to the malaise. 3-clue rule kind of stuff, only perhaps even more than 3 clues.
Another thing. If the party is on a quest, don't make the witch encounter a diversion. Simple as that. Make the witch in possession of something vital to the party's quest, whether it be information, a key, or a rare spell needed to pass safely through a chamber.
1Plus2D6:
Hay everyone.
Well had to register to answer this.
First off, sorry for my bad spelling, little problem of mine.
2nd. the problem you describe is one I my self have had with curses in another system.
my solution was that as the curse gets worse and worse, the player starts to glimpse things that hints to what the origin of the problem is, since curses are sympathy magic (in most systems i know, as they are based of feelings (often hate or love, or just lust)
An example:
The succubus. First nightmare just as you explain, maybe 2nd two. but 3rd nightmare the character begins to glimpse the girl even when awake, and in the nightmare she takes on a slightly less appealing look. 4th she begins to take on demonic traits, and 5th it i a full fleshed succubus riding him. the one he sees when awake shall be blurred, and just out of sight, but resemble the original look she had in the forest.
2nd example:
The Witch. after some time (2nd o 3rd day of he curse) the player stars to hear things, maybe the sound of an inn (the one he was drunk in) or smells the smell of essence mixed with (yes) the smell of his boot, maybe burned. this signs will get more and more extreme till just before he reaches 0 health. where he will picture he witch's face staring at him.
This worked fine for me, and actually gave the players a sense of urgency. if healers and witch doctors try to help, let them get a back lash but a powerful feeling. just like the character himself (but temporary, not a full blown curse)
in the 3rd example, well. id love if he players dodged it right away like that. That’s simply cleaver playing.
Hope this help.
Yours 1P2D6
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