Sunday, April 23, 2023

Awesome Points & Plot Armour



 

I came across 2 really interesting mechanics this week, I'm not sure either would really suit the whole grim-dark Warhammer thing, but I want to file them away for potential future use anyway...

Plot Armour

From the alchemistnocturne blog, the rule is that a player can turn a failed roll into a maximal success by answering a relevant (to the situation) question about their character's background, for example a missed roll to hit during a fight could be fixed with 'What was that important lesson you received from your master?' The idea is that PCs should start out with minimal background detail and have this serve to both flesh them out and provide some extra protection when their characters are low level and weak. I really like this idea, and wonder if it could be applied more in the abstract, i.e. not requiring strict relevance to the situation but more just in a building future trouble manner, a bit like how taking 'disadvantages' function in some character generation systems; 'What gang in the city holds a grudge against you?' Ideally you would want a set of questions related to career or some key background aspect, or maybe even just some very leading questions 'Where did you bury the tax collector?' I also think, probably given all the 're-roll' systems we currently employ (Luck and Corruption) that this might be better used to save a character from actual death rather than a failed roll and limit it to one or two uses.

Awesome Points

From the Old School Hack, which I sought out courtesy of Chris McDowall's interview with Reynaldo Madrinan. At the beginning of a session the GM lays out a bowl filled with 2 and a half times as many chits as there are players in the game. These are the Awesome Points. Anyone can reach into the bowl and award them to another player for doing something cool, or even just saying something funny. They can be spent on bonuses to die rolls, reducing damage or even, by spending several at once, creating a useful NPC that the character knows. Each player tracks how many awesome points they have spent, and when everyone has spent 12, everyone levels up. 

I really like the sound of this, incentivizing fun and linking character progression to it. Maybe we could use this as part of our current xp system (which is barely any system at all), so the players effectively reward each other from a set pool as we play, though I find myself immediately wanting to tack more conditions on to it (each player can only hand out one or only one can be granted for any given thing etc). With respect to WFRP I am thinking about this purely for XP, not as some kind of gameplay resource for modifiers or narrative control.