Anonymous
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An error occurred while saving the comment Anonymous commentedEssentially, I would like for narrators to be able to create assets that tilt strong or weak, affecting the outcomes.
For example, a cursed sword that lets you kill your foe, but pay a terrible price, or a lucky bullet.
Anonymous supported this idea ·
Instead of limiting quest rewards to a new wild strength, allow quests that bestow assets, new quests, or both. Allow the narrators to define what rewards go with the quest.