Do you go to the dungeon?

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  • All the NPCs together share a pool of insp that starts out empty, and there's a bigger "endless" bank of insp at the middle of the table. Every PC have their own pool.
  • 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't" nature of insp.) You can also give someone else advantage this way. It still costs you all of your insp. Unlike 5e, you can also impose disadvantage. You can do this on any d20 roll, not just attacks, saves and checks.
  • 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.