The Watchtower of Destruction: The Ferrett's Journal - Post a comment
10:10 pm



I am a "what screwy skill/ability/power/spell can I play with?" player through-and-through, which is similar, and I haven't really played a game I haven't found stuff I can improvise random shit with. (I haven't played that many systems, though.) In 4e, I picked Acid Orb and used it for EVERYTHING. Oh hey, there's an inn but the innkeeper wants us to dig a latrine in exchange for a free night's stay? I acid orb the ground. We're breaking out of jail but we didn't get a rogue? I acid orb the lock. We need to dispose of a body? I acid orb it and then we flush it somewhere. Etc. Now I'm playing 40k (Black Crusade) and my heretek (tech-priest, the hacker/rogue of the 40k verse, at least to the best of my understanding) has just been gathering an increasingly large amount of skills that are, well, a bit ridiculous, but I use Trade- Remembrancy, which makes you able to recall "lost art", for basically EVERYTHING. Need to know something about an alien monster? Recall all the art about it. Need to make a diplomatic move? Steal from Shakespeare and/or Sun Tzu. Downtime between games where other characters are doing shit? Paint the home base so that it looks terrifying and inspires fear in all the orks inhabiting the planet the base is on. Etc.

This only works if you have a DM/GM that's, you know, good at that kind of shit. And lets you do it. I think of it as playing every character I have as a rogue and an improvisor, without usually playing anyone with, like, lockpicking skills. (I always choose combat skills for their usefulness outside of combat and then use the environment in combat, though.)
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