Arilyn
Hero
To be fair, rules as bullet points was not a thing when this game was published. Wordiness was the norm, even for shortish games like Bunnies and Burrows.Kelsey Dionne could do it in 3 bullet points.
To be fair, rules as bullet points was not a thing when this game was published. Wordiness was the norm, even for shortish games like Bunnies and Burrows.Kelsey Dionne could do it in 3 bullet points.
To be fair, rules as bullet points was not a thing when this game was published. Wordiness was the norm, even for shortish games like Bunnies and Burrows.
Yes, she definitely could!I also wasn't being completely serious.
But she could.
Huh?What I find interesting is that @pemerton has consistently advocated for rules that determine who players are supposed to behave in different situations, as opposed to just letting players decide whatever they want.
In any RPG where the GM gets to decide pacing - which is many if not most of them, at least since the early 1980s - and which don't have "downtime" rules, then specifying healing times doesn't really do anything but introduce complexity around how the GM narrates the passage of time and recovery of injuries.But here one of their favorite rules is to just let the GM decide whatever they want, sans rules.
Is this because it's an entirely different game with a different aesthetic, or is because it's the GM, not the player, making arbitrary decisions? Or because healing is just that much different from, say, persuasion?