I find that frenzy rolls are quite rare in most games, even if, going by RAW, they should be fairly routine. The reason being that in most situations where they should pop up, frenzying would often be suicidal. If you are on a plane, and turbulence makes the flight attendant pour hot coffee on your face, frenzying means the plane likely crashes, or else lands with an army ready to greet you. Most ST's won't call for a frenzy roll in that situation simply to avoid that game-ending result from one roll. Okay that's rare.
Here's something more common: your pack fails an easy mission, and the Archbishop utterly humiliates you at a gathering of all the local packs afterwards. Frenzying in response to that humiliation is suicide, so most ST's are simply going to ignore that this calls for a frenzy roll, because (s)he doesn't want the game to end right there because of one unlucky roll.
Consequently, I've found that most ST's simply ignore the frenzy mechanic almost entirely, perhaps saving it for a special situation where the consequences for frenzying advance his/her plotline rather than breaking it.
Is that my experience only, or is it a common experience?
Here's something more common: your pack fails an easy mission, and the Archbishop utterly humiliates you at a gathering of all the local packs afterwards. Frenzying in response to that humiliation is suicide, so most ST's are simply going to ignore that this calls for a frenzy roll, because (s)he doesn't want the game to end right there because of one unlucky roll.
Consequently, I've found that most ST's simply ignore the frenzy mechanic almost entirely, perhaps saving it for a special situation where the consequences for frenzying advance his/her plotline rather than breaking it.
Is that my experience only, or is it a common experience?
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