anyway.



thread: 2011-02-21 : Into the Unknown?

On 2011-03-09, David Berg wrote:

Sorry, I really couldn't think of a better answer!  The capabilities that let you prove your theories—they are the capabilities that allowed you to break into the manor and kill the possessed guards.  "Try it and see" is the only option.

Whatever would get you into the manor does get you into the manor (that's a rule), so your list of capabilities is extremely long:

Roof entry: grappling hook, lackey to hold the rope, Stealth and Climbing skills.  Convince manor guard to sneak you in: imperial writ of your deeds, group name/banner/tales, impressive armor, nobles to name-drop, trophies, magics that demonstrate your unique expertise.  Convince peasants to revolt and storm the manor: your reading of their state of mind in the current crisis, and cleverness in motivating them.  Full frontal assault: skills in Sword, Bow, Flanking, Agility, etc.  Exorcise the demon from afar: follow a found diagram, expend a rare magical power source, kill a prisoner, chant a found incantation.

Maybe I'm being stupid, but to me the most important rules here are about how the scenario is designed:
1) Every way forward comes with an obstacle.
2) Overcome the obstacle, and you get new info or capabilities that concretely point to another useful thing to do.

I'm not intending to pitch!  I'm simply fuzzy enough on this stuff that I have to look to what happens in play for my answers.  I'm sorry it's been so inefficient.  I appreciate you hanging with me.



 

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