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The problem of saves.
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<blockquote data-quote="takyris" data-source="post: 758632" data-attributes="member: 5171"><p>Short answer: I fast forward for everyone. Since I don't offer saves to anyone, it would go something like:</p><p></p><p>Me: Okay, the brigands are using spring-pistols, and you can see that they've got some ratty armor.</p><p></p><p>PCs: (general "getting ready to attack" stuff)</p><p></p><p>Me: (rolls) And as you step forward confidently...</p><p></p><p>PCs: Not now, not now!</p><p></p><p>Me: A Call rolls through. The last thing you remember is the sweet singing in your mind, and then everything goes dark.</p><p></p><p>(rolls dice, consults chart)</p><p></p><p>Me: Okay, Arn, you and Havok awake from the trance to find your Call Anchors tied around the same tree. There's a brigand there with you, and another one attached to another tree not far away. You seem to be in the middle of a forest.</p><p></p><p>Sveris, you awake with your Anchor tied to another tree. You don't see anyone.</p><p></p><p>Merle, you awake to see that it's night. Your Call Anchor is broken, the tether trailing behind you. You're at the base of what looks like a cliff.</p><p></p><p>- - - - -</p><p></p><p>Actually, now that I can see it like that, the Call would be hell for the PCs -- not because it's unfair to them (the brigands were just as screwed as the PCs were, and the "PC Call Behavior Chart" would limit the dying chances) -- but because it forces PCs to spread out, and the world doesn't have a ton of magic. It would work well as a TV show, but getting the PCs back together from miles apart every time a Call came through would be a pain in the long run.</p><p></p><p>That said, thanks for the responses regarding "Effects the PCs can't save against". Both the Pros and Cons were well-thought-out.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 758632, member: 5171"] Short answer: I fast forward for everyone. Since I don't offer saves to anyone, it would go something like: Me: Okay, the brigands are using spring-pistols, and you can see that they've got some ratty armor. PCs: (general "getting ready to attack" stuff) Me: (rolls) And as you step forward confidently... PCs: Not now, not now! Me: A Call rolls through. The last thing you remember is the sweet singing in your mind, and then everything goes dark. (rolls dice, consults chart) Me: Okay, Arn, you and Havok awake from the trance to find your Call Anchors tied around the same tree. There's a brigand there with you, and another one attached to another tree not far away. You seem to be in the middle of a forest. Sveris, you awake with your Anchor tied to another tree. You don't see anyone. Merle, you awake to see that it's night. Your Call Anchor is broken, the tether trailing behind you. You're at the base of what looks like a cliff. - - - - - Actually, now that I can see it like that, the Call would be hell for the PCs -- not because it's unfair to them (the brigands were just as screwed as the PCs were, and the "PC Call Behavior Chart" would limit the dying chances) -- but because it forces PCs to spread out, and the world doesn't have a ton of magic. It would work well as a TV show, but getting the PCs back together from miles apart every time a Call came through would be a pain in the long run. That said, thanks for the responses regarding "Effects the PCs can't save against". Both the Pros and Cons were well-thought-out. -Tacky [/QUOTE]
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