Snowcrash says:
So, you rolled 2, which I suppose is "You made it but at a cost".
I remember this being
brought up before. I think it is a nice thing and a lot of RPGs have that sort of rules, so it’s also intuitive, but for the moment the only rule is
if you roll 1 you pay for it ( could be a fail or a hard success, it’s up to you).
This is mostly to keep it simple as the focus is on the narrative. It also avoids unexpected complications from adding layers and edge to rules, which are likely to break once you start rolling d10s and d12s. But will review this before scenario 2 :)
Snowcrash says:
I realised that you described my "FAIL" and I kind of made it into a new trait/power/ally.
Sorry about that, it was probably a bit confusing. When I wrote "fail" I was referring to the (actually not very noticeable) rule that
Unsolved challenges become threats, which are NPC heroes on their own. What I rolled for was the action of a new NPC generated by your fail (a threat). So something, somewhere, at some point, attracted a lot of undead.
This rule is just another way to add something extra to the story randomly (like Remnant’s wolf being killed). The rules were basically thought out more as randomisers and less of strict mechanics like D&D
Snowcrash says:
Well, being a necromancer is kind of fail I guess, you loose your charisma or something.
Not at all. Necromancy is generally bad and yeah, some of these games make that obvious, but it doesn’t have to be. There are no stats to limit the narrative so you can have Lilinoe learning necromancy for perfectly acceptable reason and become a charismatic leader in her own right if you want. You can also play her as descending into madness and corruption if that is your style. It’s our story to tell. Use the stereotypes that fit, twist them when it suits your needs.