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Re: [DL] Deadlands d20 question -> supernatural powers



--- William Ogden <w_ogden@hotmail.com> wrote:
> True enough.  I ran into that while running a vampire adventure game,
> the 
> arcane types wouldhave Hexslinging 5 and slight of hand 2 or 3.  And
> if they 
> did get busted using the supernatural, then the campaign changes from
> chanse 
> the evil monster to run from (or massacre) the angry lynch mob.
> 
> I've already decided to warn them on that, and just throw black chips
> in the 
> pot if they screw up an adventure.  But my campaigns often spend a
> fair 
> amount of time in the woods, and usually the only witnesses to the
> arcane 
> end up dead

Another good thing to keep in mind is that the Evil Villan of the Week
(tm) needn't always be some Horror From Beyond with an Evil Lair in the
Woods, my favourite recurring villain is a travelling preacher,
spreading the word of God (and smallpox) throughout the west.  He's
highly charismatic, completely mundane, and pure distilled evil.

-Bryce "Hiccups Begone!" Perry

=====
"Not everything is a labyrinth of dark conspiracy, and not everybody is plotting to decieve, enveigle and obfuscate!"

-Dana Scully, The X Files

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