The Whispering Vault is among my old favourite roleplaying games. TWV was my first campaign when I started to run games at UNSW Gameplayers eight or nine years ago, and while we only played about six times or so, I have fond memories of those cold autumn Friday nights. This was some of the first gaming that I did with Lucy, Rachel, and Doug;
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Having left over points become XP feels like punishing players for rolling badly (by saying that to achieve their goals they have to spend what would otherwise be XP).
I don't know if this has been clearly articulated at all.
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Great suggestions! Here's mine: When I run WV I just lower the Difficult Numbers (usually by half)! My take is that the players want to feel like Barker's cenobites/demigods & lowering most of the difficulties accomplishes this... Now most of their actions are succesful or with higher probabilities of.
I reserve difficult target numbers for the Unbidden, where cooperation & group actions are best.
Hope that helps (some-one)!
Cheers!
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