More notes and such from Session 146 - Yeth Hounds & Moonbeams.
- The weapon Bruce was asking after was Death's Reaper from DF6: 40 Artifacts. I subsequently emailed the group with this:
"I don't recall ever saying it existed in the game. It may or may not.
Remember what I said about DF8, DF6, etc. not being shopping lists? Don't spend money or character points asking about those items specifically. Pressed for a yes or no, I'll always pick no . . . which means I won't make it available ever when I'm stocking the deeper depths."
In other words . . . if you push me on a truthful yes or no for the campaign world, I'm going with no. But also, don't look in GURPS books, find stuff you might like, and then ask for it in-game. I may or may not be using it. It's not like I placed a rumor about Death's Reaper or a similar-sounding weapon.
- We're trying to think of a better name than "Common" for the lingua franca of the game world. It's not the only human language - there is D'Aboan, Orisian, and Molotovian, at least, plus whatever they speak in Cashamash, so "Human" or "Humanish" is out. The Kingdom isn't named yet, not even here. Stericksburg isn't a big enough town to lend a name to a language, and the language predates the town. So we're thinking. I'll take suggestions but I'm likely to shoot them down - it's got to strike me as right.
- I need to get a re-edited version of my stripped-down TG-based grappling rules. Yes, for me, even "Fantastic Dungeon Grappling" is too long and complex. I found players who relied on grappling didn't actual have any real inkling of the rules, and I made a mistake because I forgot something I'd done and had zero people to notice. So I did that last night.
- The yeth caused a -5 to all rolls if you fell victim to their howl. I let someone halve it on defenses. Actually, it's -5 if you choose not to run away, and like Curse, those kind of penalties are flat and across the board. Someone said it was really nasty, but hey, this replaces being forced to flee. Everyone despises that, so I'm not really open to complaints about how being able to stand and fight with a penalty needs to be coupled with a lower penalty that treats defenses favorably.
- I'm seriously considering fixed Deceptive Attack levels. Not that they saw a lot of use in this fight, but those that did varied from -1 to -3, and just a flat number would be easier for me, the GM. Maybe I'd make an exception for a Trademark Move, but probably not - if only because I need to remember all of those, too, and giving a +1 to hit for an exception that complicates things doesn't seem like the best move.