Anyway, let's look at how I want to handle personal goals in the campaign.
Personal Goals and You
Since our PCs are using the Heroic rules, I want the scheme for XP rewards to be flexible and clear. I want the players to have a good way to gauge what they could get for their actions or what scale of action is needed to net a certain reward. To do this, I want to scale by difficulty of the Goal and/or The scope of the Goal's impact.XP Reward Scheme
Difficulty
|
Scope of Impact
|
XP
|
EASY
|
Personal
|
+1 XP
|
MODERATE
|
Minor Local
|
+4 XP
|
DIFFICULT
|
Major Local/Minor World
|
+8 XP
|
VERY DIFFICULT
|
Major World/Minor System
|
+13 XP
|
EPIC
|
Major System
|
+24 XP
|
I think this gives a good way, at a glance, for me and my players to plan goals and evaluate goals. It seems flexible and while also meaning that the amount of XP that is gotten from something to be a surprise or to be an uncertainty. If you you want to earn serious XP you have to set goals that are appropriately difficult or grand is scale. It's a little bit of a mechanical incentive for players to push their characters into interesting and complex situations.
That "something more..." Bit
As I said earlier, I don't just want goals to be the only source of XP in this game. I want a reliable and steady stream of a smaller amount to give players. Some games would give out "XP per session" or give a basic sum just for attending, but that's quite a wasted opportunity in my opinion. I don't want to reward just being there as that is the bare minimum to playing the game. No, I want this extra option to be something that can be actively engaged, can happen just about every session, and can add something to play at the table. Inspired by Dungeon World and Blades in the Dark, I will be using Vices in this game.Vices
Imagine for a moment, that you are a Warden. Thrust from the dark unknown of death with broken or lost memories and no identity, into a seemingly endless and even hopeless war protecting the last miniscule fragment of humanity, fighting and traveling across the carcass of an immense solar empire. Add into that equation that you are also one of the most dangerous things in said system, blessed with immense power. That's the conditions in which these 'blank slates' develop new identities, personalities, and self-images.Needless to say, Wardens are a diverse, bold, and heavily involved group of people in the current state of things. And they definitely aren't perfect. Far from actually. As expected, Wardens tackle the reality of their new and eternal servitude in a variety of ways. I call these Vices. Even the most noble of Wardens have one. Some may not be as obviously troublesome or questionable as others, but they all carry their own baggage and potential for conflict, obsession, and loss of self. They reflect the decline that one experiences when their existence is not their own.
When players make a character they choose a Vice from the following list. At the end of a session, if a character engaged a Vice in such a manner that it creates conflict, sends the story in an interesting direction, or just makes their life harder than it needs to be they gain 2 XP.
- FAITH: You've dedicated yourself fully to the BLACK SUN, or some aspect of it, etc.
- CHANCE: You crave games and displays of chance, betting, extreme risks and high stakes, etc.
- LUXURY: Expensive or ostentatious displays of opulence and greed, etc.
- OBLIGATION: You're utterly devoted to a faction, a cause, or other organization, etc.
- PLEASURE: Gratification from lovers, food, drink, drugs, art, thrills of experience, etc.
- STUPOR: You seek oblivion in the abuse of drugs, drink to excess, getting beaten to a pulp in the lethal fighting pits, etc.
- WEIRD: You experiment with strange essences, tinker with unknown sciences, consort with questionable Shadows, observe bizarre rituals or taboos, etc.
The severity or intensity of these Vices could range from minor quirks to character defining. Just because you picked FAITH doesn't mean you have to become some inquisitor, harshly punishing any blasphemy, but it should be an aspect that consistently influences decisions or comes into play.
I see these two approaches working quite nicely. I imagine early on that players will lean heavily on the consistent XP offered by Vices (helping flesh out their character and motivations) while Goals will carry the weight of the XP rewards as play progresses. I really look forward to seeing how this works out.
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