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- #21
Nimue
Auror
Yay! Good to have you. Four people's not half bad!Sounds interesting. I've been involved with some non-dice RPs in the past and had a load of fun, so If one's starting here you can count me in.
Hahahaha! Perfectly reasonable. I wrote my share of implausible feats in rps when I was younger, but you gotta learn from it! I think my favorite moment was this guy who, in the middle of a fairly normal introductory conversation, wrote that his character dropped dead from a spell cast by some unspecified enemy and then had to be revived by another character while his character guided them through it by some kind of astral/psychic projection? Because that's totally something you can do when your heart has stopped. Holy drama from nowhere, Batman.I like where you're going with this. I've definitely seen the "unbelievably heroic" in one game. A player wrote his character with anime ninja abilities. He was injured, but managed to wall-jump his way up thirty feet onto "the rafters." …just to be awesome, I guess, since his weapon of choice was a sword. I think he went up there to say something scary to the bad guys then he jumped down and killed them. Oh, and make that two swords. So, no free hand and the injury was in the leg. When reminded of the injury, he edited his post to say he performed that acrobatic feat "with difficulty."
Yes, that's pretty much it. An essential part of this is giving the player freedom to write their own outcome, trusting that they'll do something realistic and interesting. The GM can say, oh, there's this many monsters and bam, that one just jumped for you, but it's the player who writes about narrowly avoiding getting clawed in the face and wrestling for a chokehold on the beast and grabbing their boot dagger just in time to stick it in the thing's eye. Instead of saving rolls (lol hope I used that right) the player gets to decide what happens, based on what would be in character and whether they want to beat their character up or give them a moment's victory. Of course, this does depend on the player writing a good scene, but doesn't everything? I'm hoping that since, hey, this forum is full of writers, we all know when it makes narrative sense for a character to succeed and when they should fail.The three strikes rule sounds like a good way to let people know not to do stuff like that. I think you make it pretty clear that you want combat, when it happens, to be interesting. So as the player, I'd know up front my character will survive, but I'd write the struggle and the GM weighs in and may or may not give my PC a challenge or dilemma, or the surprise twist could be a pleasant one, if I understand correctly.
Yes, definitely! You know, I hadn't considered that there would be creatures other than dragons that could be bonded to humans in this world, but why not? Maybe any magical beast could form a kind of mental bond with those they choose. Ooh, that adds another dimension to the warhorse-type kirins that I was thinking of having the Auroe elves ride... The unique thing about dragons, I think, would be that they are powerful reservoirs of magic that their rider shares in, and that they are highly intelligent, and...also that they are huge and scaly and breathe fire.My Addison Lane character is a huntress who is interested in beast-riding. I could see her wanting to learn a thing or two from the dragon rider. I'd gladly play this as her, since she's the only one in her group that I haven't played in someone else's RPG.