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running_an_adventure [2012/09/27 09:50]
harryh [How do you Meaningfully Interact with the Flux?]
running_an_adventure [2015/05/14 21:08] (current)
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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. Immediately knowing whether monsters are flux or not is information only wayfinders have, and they can use it as they see fit.
 ==== What the Flux Doesn'​t Do ==== ==== What the Flux Doesn'​t Do ====
  
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     * **High Level**     * **High Level**
       * At this level, Wayfinders can cause permanent changes to the Flux, and a limited number of other abilities allow permanent changes to be made to it.       * At this level, Wayfinders can cause permanent changes to the Flux, and a limited number of other abilities allow permanent changes to be made to it.
-      * High level characters may possess [[:​Artifacts]] allowing other routes of interaction,​ or wish to ensure especially esoteric circumstances within the flux to help create them.+      * High level characters may possess [gm:​Artifacts]] allowing other routes of interaction,​ or wish to ensure especially esoteric circumstances within the flux to help create them.
       * High level characters are likely to have the wealth and resources such that organising the long-term stabilisation of a patch of flux simply through constant occupation is a plausible option.       * High level characters are likely to have the wealth and resources such that organising the long-term stabilisation of a patch of flux simply through constant occupation is a plausible option.
       * The most powerful Anomalies make excellent long term villains for powerful characters.       * The most powerful Anomalies make excellent long term villains for powerful characters.
  
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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. ​
 =====Help, I Killed the Player Party!===== =====Help, I Killed the Player Party!=====
  
running_an_adventure.1348739432.txt.gz ยท Last modified: 2015/05/14 21:08 (external edit)