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rules:inspiration [2018-07-04 12:06] – sandra | rules:inspiration [2019-05-12 05:19] – [Conceding Emotionally] sandra | ||
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====== Inspiration ====== | ====== Inspiration ====== | ||
- | //(This is inspired by a soap opera game called Hillfolk)// | + | ===== Who can have it? ===== |
+ | There is a " | ||
+ | Then each //player character// has their own pool,\\ | ||
+ | and all the NPCs have a shared pool. | ||
- | * All the NPCs together share a pool of insp that starts out empty, and there's a bigger " | + | So inspiration that a beloved ally of the players gets, can be used by the evil hobgoblins against the players. |
- | * PCs gain insp when their traits, ideals, bonds or flaws get them in trouble (as before). This is always from the bank. | + | |
- | | + | ==== Bank ==== |
- | * You can spend two insp (giving it to the other person) to force a significant emotional concession. | + | |
- | * You can spend three insp to block such a force -- they keep their two and get three from you. | + | Insp that' |
- | | + | |
- | * You can also empty your own insp pool, giving | + | * triggered mechanically, |
- | * If diegetic circumstances reasonably allow, you can spend one insp to duck or crash a scene. That insp goes to that person. | + | * undertaking |
- | | + | * taking a dive, |
+ | * changing your character | ||
+ | |||
+ | all come from the bank. Insp from conceding emotionally can only come from the bank in one special circumstance, | ||
+ | |||
+ | ===== Getting It! ===== | ||
+ | ==== Triggered Mechanically ==== | ||
+ | |||
+ | Your [[wound threshold|wound threshold]] can give you insp! | ||
+ | |||
+ | That's it so far but maybe I'll cook up more insp-giving triggers in the future. | ||
+ | |||
+ | ==== Undertaking a Quest ==== | ||
+ | |||
+ | When you set out on a quest related to any of your TIBFs, most likely an **ideal** | ||
+ | |||
+ | The quest could be adventure | ||
+ | |||
+ | We play sandbox and ofc you don't need to follow //any// " | ||
+ | |||
+ | * You can only have one quest at a time | ||
+ | * You have to stick to it for at least three sessions (or until you succeed or die) | ||
+ | * You get the insp as you start the quest, not after | ||
+ | * As mentioned, it's one of your TIBFs that drive you to it | ||
+ | |||
+ | ==== Taking | ||
+ | |||
+ | You can get an insp when one of your TIBFs, most likely an **ideal** or **flaw**, cause you to **give up on a task**. | ||
+ | |||
+ | If it's a task that costs time, like many dungeoneering tasks (such as spending 10 minutes searching a hallway for secret doors), | ||
+ | |||
+ | If it is a task that is determined by a roll, such as picking lock, you need to give up **before the roll** is made. | ||
+ | |||
+ | This " | ||
+ | |||
+ | Again, **you need to be in charge of this**; no-one knows your ideals and flaws as well as you do. This is also your chance | ||
+ | |||
+ | There are some limitations on **dive inspiration**: | ||
+ | |||
+ | * It must be something another PC **actually wanted you to do**. No "I try to look for pink elephants oops I guess I fail" | ||
+ | * It must be something **you actually would' | ||
+ | * As mentioned, it's one of your TIBFs that prevent you from succeeding | ||
+ | |||
+ | ==== Changing Your Character ==== | ||
+ | |||
+ | When you chose **add** new traits, ideals, bonds or flaws, based on what has happened in the game, you get insp for each one you add. You may erase any old ones at the same time; for example "I am a pacifist" | ||
+ | |||
+ | Exceptions: | ||
+ | |||
+ | * The ones you add during character creation | ||
+ | * Adding Lingering Injuries to flaws is great! (Ablist, but these wounds are a great source for quest inspiration or dive inspiration!) But that don't give you insp. They' | ||
+ | |||
+ | ==== Conceding Emotionally ==== | ||
+ | |||
+ | //(A.k.a. getting Hillfolk insp!)// | ||
+ | |||
+ | This should be one of the easiest & coolest way of getting insp. | ||
+ | |||
+ | Look over your TIBFs, and/or the TIBFs on one of your fellow players. It' | ||
+ | |||
+ | Really challenge it. Like, here is an example ideal from the PHB: "I will do whatever it takes to become wealthy" | ||
+ | |||
+ | Start a serious convo about it or that stems from it. Try to make these convos be about **one** request, a.k.a. one " | ||
+ | |||
+ | Granting the other person' | ||
+ | |||
+ | But the short tip if the party as a whole wants to net this kind of insp from the bank is to **concede to people who don't have any insp**. | ||
+ | |||
+ | It can't be something the granter would easily grant. No. "Give me a light?" | ||
+ | It has to be a struggle; rule of thumb: it should be something where the outcome of the conversation isn't obvious | ||
+ | |||
+ | ===== Using It! ===== | ||
+ | |||
+ | You can empty your own insp pool to impose advantage or disadvantage | ||
+ | |||
+ | When someone grants you your petition, or you refuse their petition, pay them one insp as reward/ | ||
+ | |||
+ | If the conversation isn't going the way you want to, you can pay them two insp to force the issue. They have to make a significant emotional concession; not necessarily giving you exactly what you want but some sort of respect | ||
+ | They can counter that force by giving you three; leaving you with five. You can't start new shit with them for a while. | ||
+ | |||
+ | If other people are having a convo that you would be physically able to walk in on, you can pay the person | ||
+ | |||
+ | ===== Keeping It! ===== | ||
+ | |||
+ | If you have more than 0 insp at the end of the session, you start the next session with 1 insp. | ||
+ | |||
+ | ===== Tip ===== | ||
+ | |||
+ | Outside of the freebie you get from staying awake at your wound thresholds, the other sources of insp are all **player initiated**. Learn some of the ways to get insp and apply them if you want to have insp. (Great for crit fishing and sneak attack!) | ||
+ | |||
+ | Maybe it's a rare thing to undertake a new quest when you're 60 feet under ground in the T9G, or it's too harsh taking a dive when your life is on the line. But keeping your character' | ||
+ | |||
+ | And starting some serious emotional drama that causes characters and relationships to change or bruise up against each other beyond just cozy tea time might not be " |