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running_an_adventure [2013/01/31 20:49]
harryh
running_an_adventure [2013/01/31 20:50]
harryh [What the Flux Does Do]
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     * Things that appear in the flux in a place where it makes good, logical sense for them to be (i.e. fruit on a bush, a sword in a forge) are likely to persist if taken out of the flux, as long as not too much is taken (otherwise reality tends to correct itself).     * Things that appear in the flux in a place where it makes good, logical sense for them to be (i.e. fruit on a bush, a sword in a forge) are likely to persist if taken out of the flux, as long as not too much is taken (otherwise reality tends to correct itself).
     * In the wake of travellers, the flux tends to destabilise back into a state of pure potential in anything from half an hour to most of a day, generally determined by the size of the party that was there.     * In the wake of travellers, the flux tends to destabilise back into a state of pure potential in anything from half an hour to most of a day, generally determined by the size of the party that was there.
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 +**Note:** Remember when describing monsters to **only** tell characters with **Know the Flux's Touch** (or some kind of special ability with a similar effect) whether a monster is flux. People without the skill cannot tell whether monsters are "​Fluxy"​ and while many flux creatures are based on local legends, it is equally possible that the legends are based on true creatures, thus it is feasible that the bizzare monsters the party face are real. Telling the party whether monsters are flux or not at the start of the encounter makes the skill useless and removes interesting role playing opportunities based around not knowing whether the creatures are real and acting accordingly. ​
 ==== What the Flux Doesn'​t Do ==== ==== What the Flux Doesn'​t Do ====
  
running_an_adventure.txt ยท Last modified: 2015/05/14 21:08 (external edit)