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<blockquote data-quote="AbdulAlhazred" data-source="post: 7324150" data-attributes="member: 82106"><p>The first two are considered to be narrative explanations for the acquisition of boons in HoML. In other words, if you drink the dragon's blood, then maybe you get the "blood of the dragon" boon, which perhaps gives you some resistance or who knows (basically reflavor some other boon, which in HoML is pretty much EVERYTHING, into the effects of drinking dragon's blood). Now you go up a level! See how this kind of stuff is encouraged by the structure of the game? Its so cool! The mechanics and the narrative simply blend and the result is "Hey, you're being rewarded for doing really cool stuff!" (plus its likely the player is going to be the one suggesting the reskinning, so they have a pretty decent degree of control over what their character ends up with, though the GM also has a natural path to presenting their vision as well, meaning the game is not dictating or even strongly influencing, who is in charge of what elements of play). </p><p></p><p>I think its pretty fair to say that the third thing is a boon in and of itself, though you could make an argument for a technique which let you substitute say a CON check in place of various other possibilities. This is one of those design things I'm still kind of wrestling with, whether to focus more on the technique design or relegate most of these fantastic things to boons, in which case they can be seen as having an opportunity cost (in a sort of arse-backwards way) with all that implies.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7324150, member: 82106"] The first two are considered to be narrative explanations for the acquisition of boons in HoML. In other words, if you drink the dragon's blood, then maybe you get the "blood of the dragon" boon, which perhaps gives you some resistance or who knows (basically reflavor some other boon, which in HoML is pretty much EVERYTHING, into the effects of drinking dragon's blood). Now you go up a level! See how this kind of stuff is encouraged by the structure of the game? Its so cool! The mechanics and the narrative simply blend and the result is "Hey, you're being rewarded for doing really cool stuff!" (plus its likely the player is going to be the one suggesting the reskinning, so they have a pretty decent degree of control over what their character ends up with, though the GM also has a natural path to presenting their vision as well, meaning the game is not dictating or even strongly influencing, who is in charge of what elements of play). I think its pretty fair to say that the third thing is a boon in and of itself, though you could make an argument for a technique which let you substitute say a CON check in place of various other possibilities. This is one of those design things I'm still kind of wrestling with, whether to focus more on the technique design or relegate most of these fantastic things to boons, in which case they can be seen as having an opportunity cost (in a sort of arse-backwards way) with all that implies. [/QUOTE]
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