Or reduced MUs such as learning from a book rather than in the field. If
done, it'd have to be used very sparingly and mainly to teach something new
about the game, or intruduce a new concept. I used a "simulator" in the
LightRaider Academy a couple times when we got new adventurers coming into
the middle of a game and they needed to be brought up to speed. I designed
a combat course once to better teach players how to handle combat. I can
see lots of potential for very short one session scenarios in this,
especially the teaching kind. It's not the only way to handle it but if you
wanted to remove risk because in the field the risk would be too great, it
can come in handy.
Eric
-----Original Message-----
From: Joe Revesz [mailto:joe.revesz@...]
Sent: Monday, December 20, 1999 6:30 AM
To: dragonraid@...
Subject: [DragonRaid] Re: Story Hooks
Ryan wrote:
> Hey Paul,
> I like the idea a lot! That way none of the raid team would have
> to have permanent damage done to them. Also if one of the team does
> die, all that would happen is they would come out of the dream. So that
> way it would seem like any other mission until the end. Of course you
> don't tell the raidteam that their mission is a dream until they all have
> died or have made it through the senario alive. That's a great idea!
Since there was no real danger, I suppose that the players would not
receive any MUs either ;-)
Joe
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