<div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Since this seems to be the general method of OOC. I'd like to touch on some things.<br/><br/>High lethality games tend to have a rather niche audience on the internet. It's a type of game that really needs to be upfront with the fact to be successful. Since it means players have to make their characters with the expectation that they will die. If you had advertised this as a game where everyone made prey and struggled to not be eaten it would be one thing. But as it stands almost the entire group is confident and competent predators. High lethality does not match the way PC tone has developed.<br/><br/>Another thing is that if our writing is going to be strictly scrutinized for mechanical effect in what was called a narrative driven rules light game it's effectively going in the opposite direction. Not to mention it sets up any fight to get tiring to write for very quickly. At least it is for me, but then again I don't enjoy writing lengthy battles. :c Alex effectively cannot use her main thing anymore because it's so easy to call any further attempts to grab vials as being predictable. This renders her nothing but a subpar fighter who takes an additional penalty on everything because of a fluff decision. It may just be me but it really feels like a player vs GM mindset is brewing.<br/><br/>On a similar note, how is a person supposed to write for narrative advantage when trying to eat someone?</div></div></div><br/><br/>Alex's little trick garnered her less than she'd hoped. By the look of things in the heat of battle it managed to net her nothing but having the trick up her sleeve exposed. Which leaves her with no option but to press an attack before she winds up with an arrow in her back or the Tiger woman easily defeats another one of their little band. There's no way she's going to be able to stand up against that unstoppable force. Much less when outnumbered. So she shifts her grip to use both hands in order to deal a decisive blow with the next strike.<br/><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Attack on Dwarf roll: 5</div></div></div>