!hTbo821v7U 08/17/09(Mon)06:32 No.5486914|
File1250505137.jpg-(295 KB, 762x1100, Berserk v07c04p090 copy.jpg)
Phase 1, it should be mentioned, has zero magic. You tell the players that given the era, their characters could certainly be superstitious, that they've probably seen things which they assumed to be magic in action but from a metagame view had a simple rational explanation.
The part of Phase 2 that you'll tell the players something about involves you toning down or removing some of the lethality-adding campaign qualities for the PCs, one at a time, to represent them proving themselves as being extraordinary individuals in the same sense as, say, Simo Hayha. The catch is that they aren't gonna prove themselves just by leveling up. Instead, they have to come out on top in some ridiculously tough challenge, a step above the maximum recommended ECL- Guts killing a hundred men, that sort of thing. As GM you can secretly set them up for this by setting up encounters that have believable ways to escalate to a Ridiculous challenge or play out as a normal one, based on whether the player characters are performing well enough to stand a chance- reinforcements that could turn out to be on either side, for example. These challenges only come up once every few levels; they start in Phase 2, but they'll last through the end of the game.