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Faction #16 The Cult of the Dark One
#31
(02-09-2020, 04:50 AM)DreamWeaver Wrote:
Davin Wrote:Let me hit you with this comparison with D&D...  If we have assorted pockets of evil/bad beasties in D&D that players need to contend with, they need to be able to wipe out (or otherwise dispose of) these little bands without dying out themselves, otherwise there wouldn't be any fun in playing for an adventure or two before dying.  Consequently, parties are traditionally more powerful (in one way or another) than the enemies they take on.  If a player decided to play a family of Bugbears (for instance), behaving as Bugbears behave, how long will it be before another party of adventurers comes along to (successfully) kill them and rid the area of their disruptions?

Likewise, let's say there's a group of Bandits (or similar) harassing trade near a city.  The city wants them gone and arranges for one or more clans (PC or NPC) to go get rid of them.  How long is that group going to last?  And if you're actually a player playing that group, how long will you live?  Isn't that going to be really anti-fun?

This I think sums it up …The Answer to Davin's question:

I don't have problems with clans dying.  I just want them able to play long enough to enjoy it.
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RE: Faction #16 The Cult of the Dark One - by Davin - 02-10-2020, 06:15 PM

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