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<blockquote data-quote="CapnZapp" data-source="post: 7998063" data-attributes="member: 12731"><p>Thanks. Yes, curses is not trivial to get "right".</p><p></p><p>In this case, for negative consequences I did go beyond "mere math". Though not by cursing the PCs directly - by having the characters' choices impact NPCs around them.</p><p></p><p>The theme of a succubi is the promise of power followed by moral corruption. For this to be at as interesting as possible, I made the bonuses entirely positive - no ifs, no buts. The penalties on the other hand were entirely "out of combat" (social).</p><p></p><p>My focus was "why pull out of the deal at all?", or more specifically "how far are the players willing to go (in terms of their characters getting corrupted)?".</p><p></p><p>Being able to judge a +1 here against a -1 there would have defeated this purpose since it would have allowed the players to justify their decision in a detached analytical manner. I wanted the benefit and consequence to play out on entirely different scales. This way you can't simply apply min-max analysis and keep the deal until the drawbacks loom larger than the benefits. I wanted to "force" the player to evaluate "extra damage" against "your friend is hurting", since this is much more telling of the <strong>player's</strong> personality (and/or his characterization of his character).</p><p></p><p>In short; I wanted there to be no point where the deal could be objectively calculated and identified as being a bad deal. I wanted to encourage players to have their characters justify to themselves why their friends and family will have to "live with it"... in order to not have to give up those sweet sweet attack bonuses <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f608.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":devilish:" title="Devil :devilish:" data-smilie="29"data-shortname=":devilish:" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7998063, member: 12731"] Thanks. Yes, curses is not trivial to get "right". In this case, for negative consequences I did go beyond "mere math". Though not by cursing the PCs directly - by having the characters' choices impact NPCs around them. The theme of a succubi is the promise of power followed by moral corruption. For this to be at as interesting as possible, I made the bonuses entirely positive - no ifs, no buts. The penalties on the other hand were entirely "out of combat" (social). My focus was "why pull out of the deal at all?", or more specifically "how far are the players willing to go (in terms of their characters getting corrupted)?". Being able to judge a +1 here against a -1 there would have defeated this purpose since it would have allowed the players to justify their decision in a detached analytical manner. I wanted the benefit and consequence to play out on entirely different scales. This way you can't simply apply min-max analysis and keep the deal until the drawbacks loom larger than the benefits. I wanted to "force" the player to evaluate "extra damage" against "your friend is hurting", since this is much more telling of the [B]player's[/B] personality (and/or his characterization of his character). In short; I wanted there to be no point where the deal could be objectively calculated and identified as being a bad deal. I wanted to encourage players to have their characters justify to themselves why their friends and family will have to "live with it"... in order to not have to give up those sweet sweet attack bonuses :devilish: Cheers [/QUOTE]
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