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<blockquote data-quote="Arrgh! Mark!" data-source="post: 1921477" data-attributes="member: 14559"><p>Current campaign: rather gritty to be honest.</p><p></p><p>Sex: Glossed over. More 'Assuming it happens' more than anything else.</p><p></p><p>Drugs: Most of the characters are half drunk most of the time and completely pissed in town. Various lotus wines and powders are taken whever they are rich enough to afford such luxuries; otherwise simpler plants are found for them. (This isn't Haka, is it? 'You think I'd sell Haka to a slayer such as you?') They get to suffer the rather unpleasant side effects; shivering fits, violent bowel movements, etc. I gave some trivial bonuses to begin with; the players think the bonuses still happen.</p><p></p><p>But as there's so much terrain and travel, the characters tend to throw it off before they hit the next city (luckily enough!)</p><p></p><p>Violence: Graphic, Bloody and as correct to historical weaponsplay as I can describe. The players seem to think it's good.</p><p></p><p>When one of the characters split a japanese hot-spring monkeys head open (long story) the player was rather dismayed at the description of hot combat and blood - I asked what she thought real combat would look like - a quick struggle with nasty killing manovers calculated for speed and efficiency or nice, letting your opponent swing as you hit him in such a way he falls with flowers falling about him?</p><p></p><p>She played on and enjoyed the game in the end, but all these things are for different sub-genres of fantasy and I think whats important is the players feel comfortable with it.</p></blockquote><p></p>
[QUOTE="Arrgh! Mark!, post: 1921477, member: 14559"] Current campaign: rather gritty to be honest. Sex: Glossed over. More 'Assuming it happens' more than anything else. Drugs: Most of the characters are half drunk most of the time and completely pissed in town. Various lotus wines and powders are taken whever they are rich enough to afford such luxuries; otherwise simpler plants are found for them. (This isn't Haka, is it? 'You think I'd sell Haka to a slayer such as you?') They get to suffer the rather unpleasant side effects; shivering fits, violent bowel movements, etc. I gave some trivial bonuses to begin with; the players think the bonuses still happen. But as there's so much terrain and travel, the characters tend to throw it off before they hit the next city (luckily enough!) Violence: Graphic, Bloody and as correct to historical weaponsplay as I can describe. The players seem to think it's good. When one of the characters split a japanese hot-spring monkeys head open (long story) the player was rather dismayed at the description of hot combat and blood - I asked what she thought real combat would look like - a quick struggle with nasty killing manovers calculated for speed and efficiency or nice, letting your opponent swing as you hit him in such a way he falls with flowers falling about him? She played on and enjoyed the game in the end, but all these things are for different sub-genres of fantasy and I think whats important is the players feel comfortable with it. [/QUOTE]
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