I also recommend going easy during the first fight, especially if they aren't used to the lethality of the system. But maybe be up-front with them that, as this is free, it might go away through no fault of the players.) (Once the players are more established, the chantry could be lost to plot. But I found it really nice in a game where we were focused in a given city. But of course that depends on the type of game you want to run. A Mind ward on it to make people ignore it, and Correspondence wards to deflect scrying, make it a useful place to lay low if the cops or technocrats are looking for you. It'd let them have a home base that is relatively safe, but doesn't cost char-gen points. As a tip for a new GM, I'd recommend letting the players be members of a chantry with some established defenses.
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