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DFRPG / Re: Medical Treatment
« on: April 09, 2015, 05:04:46 PM »
Doesn't having a series of consequences that never heal defeat the purpose of consequences in the first place? You're supposed to get them, and then get rid of them, not use them as armor.
I'm really not on board with making consequences able to soak up stress. I think that instead of altering consequences themselves, it would be more effective to start treating them differently in game.
If consequences need to matter, it might be a good idea to suggest a rate of compels per session on consequences, which changes based on how serious or how over the top the game is. The rate wouldn't be a hard rule, but rather a guideline to making the game play more in tune with the damage that racks up on characters.
I'm really not on board with making consequences able to soak up stress. I think that instead of altering consequences themselves, it would be more effective to start treating them differently in game.
If consequences need to matter, it might be a good idea to suggest a rate of compels per session on consequences, which changes based on how serious or how over the top the game is. The rate wouldn't be a hard rule, but rather a guideline to making the game play more in tune with the damage that racks up on characters.