anyway.



thread: 2006-10-05 : Reward systems

On 2006-10-08, Valamir wrote:

So to continue with that thought, it seems clear to me that the largest repeating cycle in Sorcerer is changing the Humanity Score.

Unlike D&D where all of the sub cycles nest neatly within each other and tie directly together, Sorcerer's subcycles are much more Rube Goldberg-esque.

addressing kickers, being hit with bangs, the dice resolution system, demons wants and needs, the relationship map, are all levers and pulleys, and dials, and buttons, designed with the ultimate goal of driving characters to their next Humanity Loss or Humanity Gain check.



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":