Pendragon is the worst for that! The end scenario of the Uther Era is awful.

Consequence adjudication is, to my mind, so important that it ought not be left unaddressed. I very much like Paul Mitchener​’s approach of using Hazard outcomes to calibrate, you know, how much hit is appropriate. I was thinking that was a good guideline for our game as well.

I guess I would argue, if I had the energy for it, that consequence adjudication should establish a core principle of the game. Any game! Like, I can’t think of much that would be more important. So absent that, we’re back to relying on tradition and experience to feel out how to do it.

I just do not love it when a game design, in this day and age, relies on that.