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There are many things you have to keep in mind. An animal is a money and time pit. You could easily say that the cost for food, training location, and other time where the player could have been making money he was instead training and taking care of his dog would easily make up the difference in cost. But the starting money isn't necessarily like he suddenly decides to go adventuring and finds himself with X cash that he needs to spend. Instead it represents years of training, odd jobs, and side work that has resulted in the accumulation of these items which he now has. By spending time on the riding dog, he didn't spend time acquiring other objects of value.


For some reason I can't open my original thread and so I assume nobody else can as well so this is a second attempt to do the same thing.

I’m looking at the Second Darkness campaign traits and I gotta say I’m not a huge fan. Compare to them the campaign traits from Legacy of Fire and you’d see why. The Legacy of Fire campaign traits almost give each PC their own story where the Second Darkness traits seem more like ways to forceably push the PCs together. It’s awkward and unsubtle. Has anyone else looked into adjusting these traits to be a little more imaginative and less ‘You’re friends with everyone else and all randomly decide to go to this thing?’

If not, any suggestions?


I'm looking at the Second Darkness campaign traits and I gotta say I'm not a huge fan. Compare to them the campaign traits from Legacy of Fire and you'd see why. The Legacy of Fire campaign traits almost give each PC their own story where the Second Darkness traits seem more like ways to forceably push the PCs together. It's awkward and unsubtle. Has anyone else looking into adjusting these traits to be a little more imaginative and less 'You're friends with everyone else and all randomly decide to go to this thing?'

If not, any suggestions?