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![]() ![]() That bounty hunter might refuse a desperately needed healing spell, out of fear that it is poisoned. These afflictions add up to something like a personality. A bounty hunter may develop a penchant for irrational paranoia. Maybe your vestal will become obsessed with self-flagellation as a means to feel safe and pure. They're coping mechanisms, or manifestations of PTSD. At a certain point, characters will develop afflictions or quirks. Every moment spent in these places is traumatizing, as represented by a stress meter. The dungeons you explore are full of wrong things, and death is always waiting somewhere close. Chances are, they will not.Īggravating this is an emphasis on the mental health of your party. A dead fighter is never coming back, and if you spent five hours building a party of high-level champions to take on the final areas, you'd better hope they survive long enough to complete the task. Combat is meticulous and turn-based, pitting parties of four against all the worst things the developers could come up with. Each expedition is a slowly unravelling disaster, as you have to juggle the health and comfort of your adventurers against your resources and ambitions. ![]()
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