| DrSnooze |
I like the War Interludes, and I like that the Triumph Point system extends all the way through the rest of the campaign. Definitely gives the whole thing a more connected feel. One thing I don't like though, as a gamer I don't like having to make uninformed decisions with game mechanics results. Each time, the players are asked whether or not they want to spend a Triumph Point, but they don't really have any idea what the consequences and rewards are for making this decision. I think I'm going to add a set of skill checks for each Interlude for my campaign.
For each Interlude, I'll allow each player to make one related skill check. It can be a skill of their choice, using the standard DC for their level, assigning a bonus/penalty ranging from -4 to +4 depending on how useful the skill would be for that specific situation. It's a party of four, so I'll say with two successes, I'll give a verbal description of what will happen if they spend/don't spend a Triumph Point, and with three successes I'll tell them the results in terms of game mechanics.
Thoughts on this?
| Cintra Bristol |
I really like this idea. We've just started book two, only done the first War Interlude so far, and I agree with you that something which gives the players more insight into what they're deciding will feel more impactful.
If your group has already progressed through some of the War Interludes, please share how it's been going! :)