Actually, I very rarely beat up my people! Recently I had Kotetsu turn into a Tiger, and that was a ton of fun! And of course, one of my upcoming plots has Wolfwood drugged as a small little CR/canonmates plot, and before that I had Elicia's dream storytelling, and I've had a ton of cute babbies, and one where Wolfwood could only tell the truth and so on!
I use mallynaps to do a lot of really fun tiny plots, and I'd feel really really weird to just have it happen as a 'shift illness'. I guess the biggest issue is just people hurting their characters too much? Which, we can't really entirely control what people do with their characters, bodily... If it's not mallynaps, it's shifts or what-have-you. IDK, I don't think there's much to do about repetition.
But I do know that removing mallynaps will cut sharply into some of the plots I have planned, and if you switched 'naps to illness, it'd be a very weird and anticlimatic jump... And of course, mallynaps help so that people can keep track of their kidnapped friend--if they act weird out of nowhere, people will be paranoid for village-wide shifts, etc.
I dunno. I'm not much for figuring out the best way of doing things, but that's my two cents. Maybe we can at least have the droids defeatable at a certain point--but still have mallynaps when the characters are unsuccessful. I get what you mean about characters getting hurt, because it DOES happen a lot, but not everyone hurts their characters in their mallynaps. So I'm not sure what a good halfway would be.
Maybe try to employ a 'creative mallynap effect' list or something? Like how some use an intro list of creative stuff. It seems to me like some are burnt out on the whole 'I'm injured huff puff this sucks but I'm back' aspect.
... looking at this, I'm probably not very helpful, aha.
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I use mallynaps to do a lot of really fun tiny plots, and I'd feel really really weird to just have it happen as a 'shift illness'. I guess the biggest issue is just people hurting their characters too much? Which, we can't really entirely control what people do with their characters, bodily... If it's not mallynaps, it's shifts or what-have-you. IDK, I don't think there's much to do about repetition.
But I do know that removing mallynaps will cut sharply into some of the plots I have planned, and if you switched 'naps to illness, it'd be a very weird and anticlimatic jump... And of course, mallynaps help so that people can keep track of their kidnapped friend--if they act weird out of nowhere, people will be paranoid for village-wide shifts, etc.
I dunno. I'm not much for figuring out the best way of doing things, but that's my two cents. Maybe we can at least have the droids defeatable at a certain point--but still have mallynaps when the characters are unsuccessful. I get what you mean about characters getting hurt, because it DOES happen a lot, but not everyone hurts their characters in their mallynaps. So I'm not sure what a good halfway would be.
Maybe try to employ a 'creative mallynap effect' list or something? Like how some use an intro list of creative stuff. It seems to me like some are burnt out on the whole 'I'm injured huff puff this sucks but I'm back' aspect.
... looking at this, I'm probably not very helpful, aha.