I don't really like how witches / necromancers are rewarded for every danger they participate in. I can tell it's meant to incentivize them to seek out conflict, but at the same time...
A) It means that there's often very little to gain from fighting them on the other side of things
B) If you don't perm them, it's technically a "win" for the witch / necromancer, of which they will be certain to remind you of in their lose RP.
Of course this is a roleplaying game, but, I can't lie and say that it hasn't kept me from getting involved in fights on more then one occasion. IC is IC, but after my five dangers are farmed, I'd rather just avoid the personal risk of engaging with antagonists in the wilds. There isn't much to gain from it on my side of things. I'd like to think I'm not the only other person discouraged in this way. It's an RP game, but I can't say it's a fulfilling experience at the end of a danger when the other person undermines your win like has happened in nearly every necro / witch encounter.
I think that there's probably better systems to encourage antagonists to push conflict, that's more satisfying to watch play out for both sides.
A) It means that there's often very little to gain from fighting them on the other side of things
B) If you don't perm them, it's technically a "win" for the witch / necromancer, of which they will be certain to remind you of in their lose RP.
Of course this is a roleplaying game, but, I can't lie and say that it hasn't kept me from getting involved in fights on more then one occasion. IC is IC, but after my five dangers are farmed, I'd rather just avoid the personal risk of engaging with antagonists in the wilds. There isn't much to gain from it on my side of things. I'd like to think I'm not the only other person discouraged in this way. It's an RP game, but I can't say it's a fulfilling experience at the end of a danger when the other person undermines your win like has happened in nearly every necro / witch encounter.
I think that there's probably better systems to encourage antagonists to push conflict, that's more satisfying to watch play out for both sides.