

One of my favorite things that they did was what they did with Onieromancy. We felt that 'replacing' instead of 'adding' your wyrd to rolls, especially at low wyrd levels, made blessing a terrible contract to have unless the target simply lacked the traits that were being replaced, and we felt that might of the terrible brute was done a disservice when it required a grapple in a game where 'looping' exists as one of the core mechanics (and is, in fact, cheaper than the activation of MotTB)ĭespite that though, and despite the need for those little tweaks, it's great. I know in my group we also ended up changing blessing of perfection and might of the terrible brute, mostly due to our own opinions of them. Some contracts you'll need to define a duration because it isn't actually stated. From what I can tell, you'll need to define how elementals work, as well as how some of their seeming blessings work when learned by members of other seemings.

I think I've found the biggest issue that I've run into is the contract section. Mechanically, there have been a lot of issues, especially running a low wyrd game, that I've had to readjust, clarify, or house rule. With that said, thematically I think it's an amazing improvement. That radical shift caused me to take a lot more time than I usually would to run something. They Came From Beneath The Sea! has one day remaining! So far we’ve raised $44,318, or 222% of our $20,000 goal, thanks to 833 backers.I think at first I had a lot of issues with it, and that was mostly due to being prepared for what was being playtested and getting a different beast entirely.
