GreyGhostGames

Taking death off the table

Re: Taking death off the table

Taking characters to the brink of death and adding enduring 'complications' to near-death scenarios tends to build in the incentive to be careful. I think 'tension' is in the story and the fact that the players don't actually know what is happening (precisely or all the time) or is going to happen. At least that's what I'm hoping to achieve with the game I'm starting.

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