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Following the general "nothing never happens" policy, when a player fails a sorcery roll, the ritual shouldn't simply fizzle out. A failed contact gets the wrong demon; a failed summon draws through two of the bad guys, and so on. How does this look in actual play; how it worked out?
By adopting this philosophy of failed rolls, suddenly all rolls further the story. A failed roll brings dramatic effects, just not the effect the character was looking for. [1] See also: Failed Rolls |