Page 1463 in Whiskey Peak
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Page 1463

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Average Rating: 5
Number of people who have voted: 2

By the same author as Grand Line 3.5


15th Jul 2020, 5:54 AM

Y'know... not all gimmie fights are just an easy ride. Zoro is not gonna struggle here, but not only is this a chance to flex what his character can do, but also wiping out the people who were trying to assassinate him and others, and setting up stakes for down the line.

This is true for gameplay versions as well. Throwing a player you've shafted an easy fight with no meaning to it doesn't make them feel cool, it makes them feel like they're being put in the ball pit while people do the real jobs.


I'm not projecting.

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15th Jul 2020, 11:52 PM

I always "found" the character for my players, then gave them unique abilities that only they had, catered to them. One of them was two personalities in one body, so they were immune to certain mental control effects. And once per encounter, they could have the other personality reroll a failure from the first. Another could see spirits inhabiting any living or non-living presence and often interact with or rebuke it.

The best combat was when I introduced a recurring character that rode on an awakened motorcycle that was like a Bleach entity with a name and release. The player could see the manifestation and strike it down. Every time that character showed up while the party had that player in the mix, it was a single round combat.

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