Not amused
Novice
Registered: 05-2004
Posts: 2
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Gm Cards
Ever had those moments as a GM when the warriors roll that 1 for power during combat only for you to realise that more monsters means certain death for them?? After all the role of the Gm is not to kill the players but to keep the game running. My idea was this:
Using the blank event cards i filled them in with GM "helpers" basically things such as being able to regenerate some wounds on a monster or to re-roll a dice or to make the warriors re-roll a dice. I then shuffled these and kept them face down, everytime I found i had to let the warriors off for something be it a trap or an encounter I drew one of these cards. One of these cards can be used per turn and they can be stored between events. I found this a nice way to let the warriors off without "giving it to them easy" so to speak, they may get off lightly now but they will pay for it later. still some discretion is required with the use of these cards as they can be deadly in their own right, when the last warrior standing kills that minotaur its hardly appropriate to discount the hit, however if all the other monsters are dead and the odds are 4 on 1 against the minotaur then it will keep the players on their toes.
Anyway just my thoughts
Dave
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10/May/2004, 9:35 pm
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Bruno
God
Registered: 04-2003
Posts: 802
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Re: Gm Cards
If you write a complete rule, I can publish it in the museum if you want...
Regards
--- Bruno
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14/May/2004, 6:14 pm
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Rigmarole
Champion
Registered: 08-2003
Posts: 32
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Re: Gm Cards
That is an interesting idea. Another option would to simply keep and Event Card pile and a random "GM Helper" roll chart or card pile. Then depending on when you feel like it on a "1" select which source to draw/roll from.
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2/Jun/2004, 4:17 pm
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