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Re: [dq-rules] Aspect Comments



Halphin,

Thanks for the positive comments. It's nice to know it wasn't all for nothing. :-) I hadn't thought of them in the context the way you did, but that's why it's good to have input from several people. My own campaign is a relatively high magic one, and the aspects of form have their place there too, for the special people.

If I were using them in a "normal" DQ setting, I might require my players to sacrifice an ability point or two for a roll on the chart.  If the players are unwilling to do so, they just wouldn't have that aspect.  Thus, the ones that did would be even more special.

That's a good approach, I guess. I deliberately didn't put any suggestions on how to do them, because every GM knows best what suits his world and what doesn't. It'll also balance out some of the bonuses. For myself, I didn't require any compensatory reductions from my players, but I don't mind giving a slight boost to their PCs. If they screw up, they'll still be just as dead.

Thanks again for sharing.  I fully intend on using these in my next game(if I can ever get a DQ group together to play)

You're welcome. I just wanted to spice up the game some and it'd be selfish not to give everyone a chance to use it. Like Rodger said to me when I asked his opinion, these days so little new stuff gets done that it's positive whenever that happens, and I really feel like contributing back to the group. I've certainly sponged enough stuff from here! If the DQOS project isn't dead and buried and the people running it feel like it, they're welcome to put the optional aspects there, and if they do, I'd be honored.

Edi

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hollywood314@juno.com wrote:

Edi,

I'm really impressed with the work you have done in creating these aspects. I must say that I really like what you have done. The aspects give a nice variation for gameplay. While reading them, I immediately thought of two specfic campaign uses: 1) The aspects of form would be perfect for an all human setting/world. They could be used in a highly spiritual (i.e. native american/oriental) setting. 2) The magic aspects would be perfect for a highly magical world(i.e. Darksword Trilogy). If I were using them in a "normal" DQ setting, I might require my players to sacrifice an ability point or two for a roll on the chart. If the players are unwilling to do so, they just wouldn't have that aspect. Thus, the ones that did would be even more special.
Thanks again for sharing.  I fully intend on using these in my next game(if I can ever get a DQ group together to play)

Stephen/Halphin