HomeMainBlog PostGryphons & Gramarye Report from the Trenches: What Works and What Fails

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Gryphons & Gramarye Report from the Trenches: What Works and What Fails — 2 Comments

  1. The local players liked it at first (except for the guy who suggested doing magic the same way who still likes it), but once the XP penalties from the treasure costs showed up, people like it a lot less. The Waco group quickly saw that issue and decided it was "too different". I've been coming up with new rules for 40+ years and know that many of them are going to fail the "Player Test."

    Every cleric starting a new cult of a new deity would be a really interesting idea for a game designed around a specific setting, but not a very good idea for a game intended to be used with a large variety of settings like those I create.