Fireonk's page

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So I just ordered this game in order to play with a group of friends who are inexperienced in both board/card games and RPG games. I have been doing my research on the game the last couple days in order to be most prepared for our first session.

A couple things that stuck out to me as concerning. It seems that due to the nature of permadeath in the rules, the proper strategy for when in potential lethal danger is to stop exploring and restart the scenario. This seems like pretty boring gameplay to me and that is mostly because there doesn't seem to be a punishment for failing a scenario/adventure.

This brings me to my idea for a house rule, also inspired by the fact that with brand new players failure will certainly happen, and I don't want everyone to get too frustrated. Instead of permadeath I would like to create a system of punishment for dying, that also has the same punishment for failing a scenario. This would promote aggressive/heroic gameplay and not just turtling in my opinion.

Since I have never actually played the game though I don't think I am the best person to come up with a system like this so I was hoping for a little help. First, is this a system that would work? Second, if it would work, what would you think the best system is. My basic idea is that on failure or death you roll a die and get a random punishment.

Some ideas I had would be:
1. Banish a random non-basic card from your deck
2. Lose the last trait/skill/feat you gained
3. Play the next scenario with one less card in your deck

Any input or insight would be greatly appreciated. Thanks!