![]() I used this as an opportunity to help flesh out their House and how it connected to the other Houses on the planet. That way they felt more invested in the House. I had my players build their House at the start of the game alongside their characters. The players had duties in their House and most of their actions went towards how to bolster the Houses standing and resources. I also leant a lot on the House structure while running my game. Pyrrhic Victories & Acceptable losses are ignored. We ended up instituting a house rule that basically went: If the drama dice rolls a 6 and you succeed -> Dramatic success, If the drama dice rolls a 1 and you fail -> Dramatic failure. As these are all d6’s you essentially have a 1 in 6 chance of something going wrong regardless. A lot of what ended up occurring in my game was based on these pyrrhic victories and the players trying to deal with what went wrong despite them succeeding. The RAW says that if this rolls a 1 the best you can achieve is a pyrrhic victory. The first thing I will raise is that you want to look carefully at whether you want to include all the drama dice rules. ![]() ![]() My group has fond memories of what they go up to. A lot of what not to do in many cases, but ce la vie. It was one of my formative games as a GM and thus I learnt a lot while running. A friend got it before I got hold of a copy of mine and insisted I run it (We had three Dune fanatics in the group)
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