You've got a download on Wise Turtle someplace that list the Abilities & Weaknesses without the rules. I like that very much. My question is will it hurt the game to use that list instead of the rules in the "Abilities And Weaknesses" chapter? That way I'm not restricted to the actual rule of an aspect and it is more open to interpretation when playing.
Do you've got any suggestions to help play this way?
Aspects Only Question
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- Shelled Plebeian
- Posts: 14
- Joined: Sun Dec 30, 2007 9:41 am
Aspects Only Question
& Brother BOMB fishing in the rivers of life.
Most call me SisterMG but you can call me Calamity.
Most call me SisterMG but you can call me Calamity.
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- Worthy Tortoise
- Posts: 60
- Joined: Thu Sep 27, 2007 10:08 pm
- Location: Phoenix, Arizona
I would think if if your players are OK with it and you don't mind ruling on the fly, I don't see a big problem. However, at every roll you're going to have to at least give it a moment's thought if any players' ability or weakness applies right then. The advantages of the rules for these things is that the players can know and apply the effects without asking the GM.
A minor issue is that the downloadable lists are missing the advantages and disadvantages from the first page of each section.
A minor issue is that the downloadable lists are missing the advantages and disadvantages from the first page of each section.
"If that's pure logic I'll take vanilla."
You don't need to worry about "breaking" the game. OVA is not terribly concerned with nitpicking balance between this Ability and that. It's quite easy to see that a lot of Abilities are much more useful than others.
That said, FoD brings up a good point. The rules are a comfortable guideline. It makes concrete what each Ability does. When you're winging it, it's going to put a lot of stress on you to make decisions during play. And I foresee one smart aleck player or another calling you out when you interpret an Ability two different ways eventually.
Just go with your gut. It'll work out.
That said, FoD brings up a good point. The rules are a comfortable guideline. It makes concrete what each Ability does. When you're winging it, it's going to put a lot of stress on you to make decisions during play. And I foresee one smart aleck player or another calling you out when you interpret an Ability two different ways eventually.
Just go with your gut. It'll work out.