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Complications (was Flaws)

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In an effort to make the rules a little tighter, I think I will rename Flaws "Complications". In addition, I will make their use a little more formal so that the GD can apply them more effectively, especially when awarding Hero points. This was always intended to be a part of the game, but they were not explained fully in the rules.

All flaws (including personality characteristics) will be united into Complications. These complications all cost -1 character points, but also are a way to earn Hero Points during play. This change is inspired by compelling aspects in Spirit of the Century and activating hubris in 7th Sea. During play, the GD can tempt a player with a hero point to cause him or her to sucumb to his or her complication. Therefore the players will want to pick complications that actually will come up frequently (rather than ones that never come up). This way, PCs earn hero points from their complications and from performing stunts. (side note: PCs earn character points from their motivation). This could be a useful way to add twists to the adventure making it more interseting.

Example: The GD may offer a hero point to a PC with a alcohol habit as he tempts him to curl up with a rum bottle.

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