SamhainIA wrote:
John, view the idea of constatnly running encounters together as poor design and if a GM does it often kinda a dick move.
However the my original idea was to figure out new way to challenge people instead of just piling more of the existing stuff up on people
Well, I don't think it has to be 'often' nor does it have to be a 'constantly running encounter'. It could just be that you have a strict time limit and every time the player's 'rest' to recover everything, there is a consequence.
It's great to try and come up with new ideas, but the world of Arcanis literally has very few limited resources.
Stamina (Replenishes to full with a short resting period)
Wounds (Cannot be reliably restore until Tier III)
Fate Chips (Limited per Adventure anyways and usually earn more)
Fate Score (Potentially could 'lower' this permanently for something)
Money
Gear (Some is easily replaced, some is irreplaceable)
That's about it. A lot of games have 'Healing Surges' or 'Mana' or 'Spell Slots' that provide a limitation on how far the characters can go in a day. Arcanis doesn't really have those. It's designed to be 'heroic' in that characters start every major fight with their full resources (other than consumables and wounds if any).
Therefore, challenging them in 'new' ways in a generic sense is going to be difficult without
A) Introducing new mechanics
B) Making people lose precious magic items
It almost has to be in the module. "Choices have consequences" needs to be used more extensively. The module could be set up that you can choose to save 1 of 2 people. Or save the 1 person or the group of people. Recover 1 of 2 items. Save someone and lose an item of immense historical significance. Some type of 'choices' is really what it boils down to and what type of choice the characters need to make can be almost anything.
John