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Fun with the Rust spell

PostPosted: July 27th, 2022, 12:41 pm
by Sonic Whammy
This is a question for the Zargon players out there.

Recently, just played Quest 4 of Kellar's Keep with my kids, and when they got to the room with the fimir abomination that knew the Rust spell, I was quick to immediately use it to take out one of their swords. They quickly got me before I could use the other two, but it put them on the defensive a little bit.

Do any of you go straight for the Rust spell too when a magic user has it?

Re: Fun with the Rust spell

PostPosted: July 27th, 2022, 3:12 pm
by Kurgan
Haven't had the opportunity yet, but a clever hero who cashes in his "Potion of Alchemy" (if he has it of course) could turn a rusted weapon into at least an opportunity to get some cash back between adventures... I'd honor it. ;)

Re: Fun with the Rust spell

PostPosted: July 28th, 2022, 2:56 pm
by QorDaq
Sonic Whammy wrote:...Do any of you go straight for the Rust spell too when a magic user has it?


I treat my role as Zargon a lot like my role as GM when in an RPG context. Meaning that I weigh the current game state and endeavor to facilitate the game as opposed to trying to either "Win" or give the Players unreasonable advantage.

If the Players are doing really well (often a matter of luck as much as anything else), I'm more inclined to do what I can to present a challenge. Whereas should the Players be struggling I may "err" in their favor occasionally by deliberately playing less effectively. Similarly, if the Heroes are poorly equipped and suffer this kind of loss, I am not above adding another weapon of like strength, to an otherwise empty chest or furniture feature--in a logical way.

Not really a direct answer to the OP, but I thought I'd share my approach. I really dig the simplicity of HQ, but let's face it, in the end it can be very swingy and a TPK early in the game can be off-putting. Especially to new or young players.

Re: Fun with the Rust spell

PostPosted: July 28th, 2022, 3:29 pm
by Sonic Whammy
I admit that I have been inclined to change how I play a little bit once in a while. When I used to play with my wife (then fiancee) and her mom way back, I'd once in a while be like "I didn't see that roll" if they were suddenly in a spot where they might die as a result. Nowadays with my kids, though, I do it in the sense of reminding them of their options because I don't want them to forget "hey, you can still do this/that/etc." Either way, I don't let up if I can help it, even on quests where they're actually kicking my butt before I can get to them.

I just saw what that Rust spell does back in the day and I just see it as an equalizer. Definitely vicious to a struggling team, but in moments like those, as Curtis Blow used to say, these are the breaks.

by the way, two thoughts:
1) TPK? Help me on that one.
2) CAN you use the Potion of Alchemy on a rusted object? I always interpreted that as being on an existing one (which then I'd only use it on daggers).

Re: Fun with the Rust spell

PostPosted: July 28th, 2022, 3:48 pm
by SirRick
Sonic Whammy wrote:I admit that I have been inclined to change how I play a little bit once in a while. When I used to play with my wife (then fiancee) and her mom way back, I'd once in a while be like "I didn't see that roll" if they were suddenly in a spot where they might die as a result. Nowadays with my kids, though, I do it in the sense of reminding them of their options because I don't want them to forget "hey, you can still do this/that/etc." Either way, I don't let up if I can help it, even on quests where they're actually kicking my butt before I can get to them.

I just saw what that Rust spell does back in the day and I just see it as an equalizer. Definitely vicious to a struggling team, but in moments like those, as Curtis Blow used to say, these are the breaks.

by the way, two thoughts:
1) TPK? Help me on that one.
2) CAN you use the Potion of Alchemy on a rusted object? I always interpreted that as being on an existing one (which then I'd only use it on daggers).


1) TPK is Total Party Kill, when all the players are slain in one adventure, forcing everyone to start with new characters.
2) Not sure. I think it’s up for interpretation and would leave it up to Zargon. I would probably allow it myself.