Do you go to the dungeon?

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
rules:inspiration [2019-05-08 21:04] – [Conceding Emotionally] sandrarules:inspiration [2020-01-14 17:43] sandra
Line 1: Line 1:
 ====== Inspiration ====== ====== Inspiration ======
-===== Who can have it? ===== 
  
-There is a "bank" of course,\\ +===== Short summary of how to get it =====
-Then each //player character// has their own pool,\\ +
-and all the NPCs have a shared pool.+
  
-So inspiration that a beloved ally of the players getscan be used by the evil hobgoblins against the players.+You gain insp from giving in (in conversations)or for letting your fellow party members down.
  
-==== Bank ====+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, traits, ideals, bonds or flaws through [[#challenging-conversation|a conversation]], or through [[#letting-others-down|letting others down]].
  
-Insp that's from:+==== Challenging conversation ====
  
-  * triggered mechanically, +  - Look through either your own or someone elses traitsideals, bonds or flaws, or at relationship that one of you hasor the relationship between the two of you. 
-  * undertaking quest+  - Grab an insp token and place it between the two of you. 
-  * taking a dive, +  - Challenge that trait or relationship through conversation. 
-  * changing your character+  - The insp token goes to the person who gives in.
  
-all come from the bankInsp from conceding emotionally can only come from the bank in one special circumstancebut it's a pretty common circumstance, enough to be probably the biggest influx of insp to the game. See under Using It! for details.+Be ready to have to deal with the consequences of giving inIf you give in on your own traityou might lose the trait.
  
-===== Getting It! ===== +==== Letting others down ====
-==== Triggered Mechanically ====+
  
-Your [[wound threshold|wound threshold]] can give you insp!+Grab an insp token.
  
-That'it so far but maybe I'll cook up more insp-giving triggers in the future.+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 //prevents// you from succeeding on **something that other player characters rely on you to do**.
  
-==== Undertaking Quest ====+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 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.
  
-When you set out on a quest related to any of your TIBFs, most likely an **ideal** or a **bond**, you get insp. You get the insp as you start out on your quest. **You need to tell the group this** and reach for the insp; you are the best expert on your own ideals or bonds.+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”).
  
-The quest could be adventure (saving boyfriend from a dungeon) or more mundane mercantile venture (like selling wine)But it has to be something seriousnot something that's done within 20 minutes at the tableThe effort has to be serious too; not just "Oh shit I'm dyingI promise to go try to quest for a sword tomorrow just give me the insp now so I can live though this!"+If this is challenged it can lead to conversationIn that case, the person who gives in gets the inspirationIf they convince you and you give inyou get the insp and you should also rewrite and change that trait.
  
-We play sandbox and ofc you don't need to follow //any// "quests" or shit like that, that goes against the spirit of sandbox. Buuut... for the purps of getting **quest inspiration**:+===== Who can have insp? =====
  
-  * You can only have one quest at a time +Player characters can have insp. NPC insp goes to the DM. So inspiration that a beloved NPC ally of the players getcan be used by the evil hobgoblins against the players.
-  * 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 questnot after +
-  * As mentioned, it's one of your TIBFs that drive you to it+
  
-==== Taking a Dive ====+===== Using insp! =====
  
-You can get an insp when one of your TIBFsmost likely an **ideal** or **flaw**, cause you to **give up on a task**.+If you have inspiration, you can spend it to impose advantage or disadvantage on any d20 roll. (If you have more than one token, spend them all.)
  
-If it's a task that costs time, like many dungeoneering tasks (such as spending 10 minutes searching a hallway for secret doors), you can decide give up after the time has been charged.+===== Keeping insp! =====
  
-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.+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, you keep it until you use it.
  
-This "giving up" is beyond just not trying; it **represents trying and failing**. You messed up trying to pick that lock. You looked sloppily when trying to find that secret door. 
- 
-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 to turn those lingering injuries (scars, missing arms etc) to inspiration gold! 
- 
-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've had a chance to do** if it weren't for your flaw preventing you. No "I try to lift Manhattan oops I fail" 
-  * 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" can become "I thirst for vengeance". This is your chance to let your character reflect how it's actually being played and let things that happened in the game change your character and you get rewarded for it. 
- 
-Exceptions: 
- 
-  * The ones you add during character creation don't get you insp 
-  * 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're a freebie. 
- 
-==== 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's can just as likely be a **trait**, **ideal**, **bond** or a **flaw**. 
- 
-Start a serious convo about it. Try to make these convos be about **one** request, a.k.a. one "petition". It's OK if they drift, sure, but it's easier if it's about one thing, something you **want**. They want something from you or you want something from them. Again, **you have to be clear** that this is going on; not necessarily explicitly calling out the "scene" in "scene terms" but make some kinda gesture at the insp jar or w/e... 
- 
-Granting the other person's petition, or getting your own petition refused, can give you insp. See details under Using It! below. It's the conceding person that gets the insp, not the "winner"! //HELP!! I always get this backwards T_T It's so confusing// 
- 
-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?" "Sure!"\\ 
-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 on any d20 roll, unless it already was at zero, obv. 
- 
-When someone grants you your petition, or you refuse their petition, pay them one insp as reward/compensation/consolation/celebration/bribe. If you didn't have any, **take one from the bank** to give them. This is the only time you can pay insp from the bank. 
- 
-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 or validation. 
-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 who started it one of your own insp to join in. 
- 
-===== 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's TIBFs up to date is a relatively cheap way to get insp. 
- 
-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 "cheap" for the characters and all the heartbreak that lies ahead. But it's probably the easiest way to add some insp to the table.