A cool way to introduce a new factor to think about if everyone wants it, like a greater focus on survival mechanics. Its really not that bad as its not like it snowballs and is almost guaranteed to kill you. You just have to rest which may mean staying put in a less than ideal spot while a companion recovers.
Thanks for the comment. I agree, it an optional mechanic you can use as a break from combat encounters. You can even build scenarios around it, if you want.
It's all about setting expectations and communicating. Some people like a deadly "grimdark" style. Some don't. For me it's puzzles and riddles that kill a game, but some people love it.
You simply need to adjust to what player would find an enjoyable and engaging way to play. Some player groups would have no issue at all losing members left and right to random chance, while others are more interested in investing heavily in their character over a long time.
A cool way to introduce a new factor to think about if everyone wants it, like a greater focus on survival mechanics. Its really not that bad as its not like it snowballs and is almost guaranteed to kill you. You just have to rest which may mean staying put in a less than ideal spot while a companion recovers.
Thanks for the comment. I agree, it an optional mechanic you can use as a break from combat encounters. You can even build scenarios around it, if you want.
This definitely won't feel fun without a lot of foreshadowing and warning before and after.
It's all about setting expectations and communicating. Some people like a deadly "grimdark" style. Some don't. For me it's puzzles and riddles that kill a game, but some people love it.
Ah yes, very fun to cripple a character because they lost a check of which they did not know the severity.
That's why setting expectations in session 0 is so important.
You simply need to adjust to what player would find an enjoyable and engaging way to play.
Some player groups would have no issue at all losing members left and right to random chance, while others are more interested in investing heavily in their character over a long time.
I think mutations would be a great addition to this you might become weaker you might become even stronger I mean to fire
Great ideas
As someone who just gave one of his players tetanus (who says skeletons aren't dangerous?), I might just use this.
Glad I could contribute to the suffering of your players. Lol
Henlo