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Post: # 411Post Andywo1605
Sat Dec 26, 2020 11:57 am

Hi I really love the idea of negations and I think the examples of what sort of negations there could be is equally great .

Does anyone have any practical advise of using negations during a game please .

I understand that the more weaving of vitner you do within a short period of time the more powerful & closer the negations become but some straightforward simple advice on the best way to handle this would be appreciated.

Thank you

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Re: Negations

Post: # 412Post Råttfångaren
Sun Dec 27, 2020 12:13 pm

Hi, I think this is a great topic so I hope more people will give their thoughts on it!
I've used negations in several ways. First, negations also affect NPC-vitner weavers so it can be a great way to show that someone is weaving vitner nearby (crops inexplicably fail, milk turns sour, animals behave strange etc.). This can also work as a seed to an adventure.

Now, when using negations of the PCs weaving, I think it is probably more interesting to focus on the really bad ones rather than using smaller negations all the time. For example, someone who has solved all of their problems with vitner (and primarily uses soil craft) might return home only to discover that their family's keep has collapsed. A negation that haunts the character for a long time is more likely to have a profound effect on how they use their abilities (like the main character in 'A wizard of the earthsea').

The challenge is probably to determine when such a negation is justified, but I think there are two ways to take here depending on your own style. Either you can use your own judgement and deicide more arbitrarily when you determine that a PC has used vitner to an extent that they should be personally afflicted with the negation, or you can construct a system for it (perhaps checking of boxes every time they use vitner and once they go above a certain number you unleash a negation on them).
Hope this helps!
There may be misunderstandings and errors in the transcriptions

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