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Old 09-10-2005, 03:10 AM
pspahn pspahn is offline
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Join Date: Jan 2002
Location: my own Dreamworld
Posts: 996
Re: Ubiquitious mana

Dan, thanks again for the review. You addressed everything pretty much. I have only one minor correction in regards to:

>Playtest: In retrospect, this is probably the best reason why PCs might not want to create the most powerful weapon possible – the greater the damage caused, the more likely the Dreamer is to wake up. Still, even that limitation doesn’t apply >after the dream's denouement.

Actually, the limitation still applies, it's just not as bad. On page 78, under Achieving the Denouement, once the denouement is achieved, the Dreamer's effective Courage rating (and thus the amount of damage from one attack) is doubled. So you can do more damage, but there is still a chance that the Dreamer will rebel.

I'm glad everyone had a good time in the playtest. I've found this game to be one of the easiest to run, no matter what system we used. Certainly the easiest one to design adventures for. For awhile, we were rotating GMs every adventure or so, using the same Dreamwalking team (with the current GM either running his character as an NPC or having him sit out the mission) and it was pretty neat to see what the other GMs came up with. The supplements expand gameplay even further.

Just wanted to say thanks to your playtesters, too. I appreciate you all taking the time to give it a try.

Quote:
Originally Posted by Nigel Tam
I kind of hate the way that magical energy in so many settings is called "Mana". Its like referring to it as "Energy" or "Essence" and says so very little.
Mana was easiest and most easily recognizable. There are a lot of other weird names to remember in the game, so I tried to be simple when I could.

Quote:
The weird thing is though that after reading the review I feel very little need to buy the game, and could quite easily steal the idea wholesale.
Ha! And Dungeons & Dragons, and Star Wars, and Vampire, and Werewolf, etc.

Pete
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