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RidN: Variant for disabling early losses?

RidN: Variant for disabling early losses?

Beitragvon BWT » 7. Februar 2017, 10:14

Hi!

Sometimes due to bad dice rolls or bad planning we lose the game after first-second day (fame=0).

I don't mind losing, but I don't want game sessions to be so short, and resetup after 15 minutes of play isn't very appealing.

In base game this problem is less annoying, because castle with peasants has defence reserve and early loses possible only if huge leapfroging occurs and only if you miss it.

What if instead of losing the game players will lose something crucial, but saving a little chance of winning.

Maybe each player loses willpower for each point of fame below zero, or if fame equals zero party lose 1-2-3 strength (depending on player count)?

Losing willpower is very thematic but not enough punishing, strength - more punishing but not so thematic.

I don't want game to be easier, I want make so, that if fame reach zero - winning is unlikely but possible with incredible lucky dice rolls during final battle.

What are your thoughts? Thanks for advices!

P.S. We're Playing without Grenolin; adding blue wells - depending on player count.
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BWT
 
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Re: RidN: Variant for disabling early losses?

Beitragvon BWT » 7. Februar 2017, 21:30

How about each hero lose difference in willpower and moving narrator forward?
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BWT
 
Beiträge: 103
Registriert: 6. Januar 2016, 19:43
Wohnort: Russia