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To what extent would you include prophecies in your games? Are they all charlatans or do you think angels and demi gods, or simply talented seers might exist?
That's entirely up to the gamesmaster. Prophecies can be fun, but they do add an element of fatalism to the game. They also require a certain amount of preparation to be made to work... Especially if your players have a habit of going off the beaten trail...
I managed it by having very few prophecies and having them happen to important NPCs rather than to the PCs.
(I ran a game which covered over 40 years of game time set in the time of Vallandar. I made it very clear to the players right at the outset that this was 'history' so some things
would happen. Also, there was an element of prophecy - when Mathor occasionally made one - and Fate: again, those things
would happen - no matter what.)
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What about minor things like winning at gambling?
I find that depends how much of the outcome is down to pure chance. If it is pure chance, then I simply use dice rolls to check the outcome. If there is an element of skill I allow a skill called 'Gaming' which runs as follows:
GamingCharacteristic: Intelligence
Raw Ability: Yes
The Gaming skill allows the user to play certain types of games common in Legend effectively and with aplomb, whether in competition or for entertainment. This skill does not include ability in physical sports such as wrestling and jousting, having nothing to do with them.
All types of common gaming, including simpler forms of gambling, are included. Common games include Selentine
Tabula (backgammon), Mercanian
Hnaefatafl (“capture the king”), Cornumbrian
Gwyddbwyll (“wooden wisdom”), and the Coradian
Dames (draughts).
Two characters playing a game together make opposed Gaming rolls. If a monetary stake is involved, the difference between the two number rolled can be used by the GamesMaster to determine the amount of money won (i.e., a difference of 3 might indicate that the winner took away 3 Florins from the loser).
If the character has taken a keen interest in something which might affect a bet (e.g. a good knowledge of horses might allow them to determine which horse is most likely to win a race) I may allow a roll against 'Gaming' to allow them a better chance of winning a related bet...
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There is a sixth sense which helps the players avoid danger and anticipation of possible outcomes.
Yes, the Mystic's 'Premonition' (or 'Sixth Sense') special ability. This relates specifically to danger and acts within 5m of the Mystic. I'm not sure it's really applicable to gambling...?
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Oh and how do you handle ragnaroks, end of the world scenarios and all? What happens if that yggdrasil tree doesn't get to where it needs to be?
Again, that's up to the gamesmaster - it's their game. If the players have a taste for apocalyptic games, then go for it. This generally means epic quests and seriously mean opponents, of course. As I recall, the whole Bloodsword series was such a game - with the game ending on the Year 1000 (for good or ill). The gamesmaster should have an idea of what the outcome means, whether the PCs succeed or not...
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How about a final confrontation Vallander vs that one eyed Fimorian god, whasisname?
Balor.
Again, that's up to the GM. Does Vallandar really awaken? Have the players taken one of his swords - they could end up recalled as one of his 'knights'? If Balor is released then, at the very least, that will have a significant effect on the northern half of Ellesland...
(As for the 'weight category' - if Vallandar awakens, then so does Mathor and, presumably, all those heroic knights who once served him. Balor was defeated once, it can be done again.)