by gaelicwolf » Tue Mar 05, 2013 8:51 pm
Well last game Twist Points were a sort of counter on how weird a character was. The more you had, the more weird stuff would target you, and in theory the shorter life-span you'd have. Not having been staff on the previous game, I obviously can't definitively answer this, but I'm pretty sure that Twist Points were merely a a scale on which Plot could look at a character and determine both how weird the stuff happening to them was and how much force the things going after them would use. They were more of an invisible number by which plot said "Oh, Jimmy's only a tad weird, have a spirit go lead him to the woods where he'll have a vision." vs "Oh, Tommy's really screwed, that spirit is going to attack everyone in it's way, torment Tommy, drag him to the evil cult's lair where said cult will eat his face and kill him."
This time, I imagine that they serve a watered down purpose (being on a scale from 1-5). Those without twist points are probably relatively safe, where as those with all 5 are in far more danger (comparatively). But since there' s a limit, I think it's more a method of controlling what people have for bizarre Qualities than having any discernible effect on the game.
"There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy."
- Hamlet (1.5.166-7)
Dr. Conner Lachlann - University of Cambridge
~Greg (IRL), Leander Warrick & Charles Ryker (LE), Alaric Slayde (CS)~