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rules:inspiration [2018-07-04 12:06] – sandra | rules:inspiration [2020-01-14 17:43] – sandra | ||
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====== Inspiration ====== | ====== Inspiration ====== | ||
- | //(This is inspired by a soap opera game called Hillfolk)// | ||
+ | ===== Short summary of how to get it ===== | ||
+ | |||
+ | You gain insp from giving in (in conversations), | ||
+ | |||
+ | First of all, grab an insp token so that the rest of us can see what’s going on, then challenge one of your (or someone elses) relationships, | ||
+ | |||
+ | ==== Challenging conversation ==== | ||
+ | |||
+ | - Look through either your own or someone elses traits, ideals, bonds or flaws, or at a relationship that one of you has, or the relationship between the two of you. | ||
+ | - Grab an insp token and place it between the two of you. | ||
+ | - Challenge that trait or relationship through conversation. | ||
+ | - The insp token goes to the person who gives in. | ||
+ | |||
+ | Be ready to have to deal with the consequences of giving in. If you give in on your own trait, you might lose the trait. | ||
+ | |||
+ | ==== Letting others down ==== | ||
+ | |||
+ | Grab an insp token. | ||
+ | |||
+ | Show, or tell, how your trait, ideal, bond or flaw leads you to do **something that other player characters rely on you to //not// do**, or how it // | ||
+ | |||
+ | Sometimes it’s you trying to do the thing but failing (for example you have the flaw “I do sloppy work”). If you already rolled a die, flip the successful d20 to %%1%% and fail. (You don’t gain inspiration if you aready failed on the roll.) If there weren’t a die roll for this particular task, just time spent, then the time is wasted. | ||
+ | |||
+ | Sometimes you just don’t roll. This can be you trying & failing (“I do sloppy work”) or it can be you not even trying (“I refuse to polish the armor of those beneath me”). | ||
+ | |||
+ | If this is challenged it can lead to a conversation. In that case, the person who gives in gets the inspiration. If they convince you and you give in, you get the insp and you should also rewrite and change that trait. | ||
+ | |||
+ | ===== Who can have insp? ===== | ||
+ | |||
+ | Player characters can have insp. NPC insp goes to the DM. So inspiration that a beloved NPC ally of the players get, can be used by the evil hobgoblins against the players. | ||
+ | |||
+ | ===== Using insp! ===== | ||
+ | |||
+ | If you have inspiration, | ||
+ | |||
+ | ===== Keeping insp! ===== | ||
+ | |||
+ | You don’t need to keep track of the exact amount of insp tokens you have. You either have inspiration or you don’t. If you end the session with inspiration, | ||
- | * All the NPCs together share a pool of insp that starts out empty, and there' | ||
- | * PCs gain insp when their traits, ideals, bonds or flaws get them in trouble (as before). This is always from the bank. | ||
- | * When you grant a significant concession (practical or emotional, but it has to be something real and big), you get one insp — from them if they have at least one, from the bank otherwise. | ||
- | * 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. | ||
- | * If you are in the scene you can give insp that you already have to your allies to help with this. | ||
- | * You can also empty your own insp pool, giving it all to the bank, to get advantage on a roll, as long as you had at least one. (This is in honor of 5e's binary "you have it or you don' | ||
- | * If diegetic circumstances reasonably allow, you can spend one insp to duck or crash a scene. That insp goes to that person. | ||
- | * If you have more than 0 insp at the end of the session, you start the next session with 1 insp. |