What do you mean, “whose heart?”? Nobody important!

Walked to the nearer train station now that I’ve confirmed it’s back in service, went to the office, did some work, ate some Thai eggplant with purplish rice, coughed a bunch.

Read (comic collection): Guardians of the Galaxy vol 2: Angela (Brian Michael Bendis, Sara Pichelli, Francesco Francavilla, Kevin Maguire): Even more disjointed and now Angela the hunting angel from Spawn (isn’t that Image rather than DC?) is with them and reality is falling apart. I think this may be why I stopped reading big publisher comics.

Written (game design): 190:

What do we do about players that just want to hit things and win? The
old-style absolutist approach would be to let them fail to get any XP,
but we’re supposed to be more enlightened now. If nothing else, a
failure by the whole team (EG, by following one person’s stupid idea) can
get XP for the whole team.

So if complications aren’t what give XP, how do they work? Psychlims are
just susceptibility to particular Presence attacks such that they cause
damage as well as spending the round aghast or whatever? Or can any
diabolical action cause emotional damage, but characters have some
defense except where their psychlims are holes? Even though it sounds
cool, do we really want to PCs to take random damage when their enemies
do something terrible? If it’s heinous enough, can they be knocked out
(faint)? That doesn’t seem very heroic, at least by modern standards of
heroism.

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