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Independent Game Forums => Muse of Fire Games => Topic started by: coxcomb on February 08, 2005, 08:10:33 PM

Title: Question about inspirations
Post by: coxcomb on February 08, 2005, 08:10:33 PM
First, let me say that I read through Capes yesterday and it rocked my world! The whole thing is chock full-o-goodness.

My only question so far has to do with inspirations.

On page 30 (of the PDF, in case the book is different) it says that the resolving player matches the dice from both side up to determine inspiration awards. The illustration on page 31 seems to be showing how the same set of dice could be matched two different ways for different inspiration awards, is that right?

Also, inspiration is never really defined beyond the very basics in the resources box on page 19. Are they simply generic inspirations, or are they supposed to be defined to apply to specific things? In other words, I win a fight with Dr. Amazing and get an inspiration--is it an inspiration that is related to Dr. Amazing, or fighting, or just an inspiration that can be used for anything?
Title: Question about inspirations
Post by: TonyLB on February 08, 2005, 09:11:12 PM
First, your interpretation that the same dice can be matched different ways (at the discretion of the resolver) is 100% correct.

The Inspiration should be (when it is spent) some advantage that you get as a cause-and-effect relationship of having won the conflict.  But it's superheroics, so that cause and effect can be very, very loose.  Here are some types of justifications that I have used on more than one occasion:
Title: Question about inspirations
Post by: coxcomb on February 08, 2005, 09:55:48 PM
So, out of curiosity, how do you track inspirations during play?

Do you write down (for example), "Beat Professor Despair - 5"?

Or do you just note a 5 in a spot on the page set aside for inspirations?
Title: Question about inspirations
Post by: TonyLB on February 08, 2005, 11:55:41 PM
Me, personally, I generally scrawl down a value or two on the index card that was already labelled for the Conflict.  Occasionally that will involve righting down something on a fresh index card (when a split goes to more than one player).

But that does end up covering the table with drifts of index cards, which I agree isn't to everyone's liking.  I'm going to be trying a page-per-player method of tracking inspirations at a game running wednesday night.  I'll let you know how it goes, and maybe get an "Inspiration Tracker" page up in the Downloads section.
Title: Question about inspirations
Post by: coxcomb on February 09, 2005, 01:21:48 PM
A tracker would be cool.

I can't wait to play!
Title: Question about inspirations
Post by: Jonas Ferry on March 29, 2005, 02:21:01 PM
I have a question on Inspirations, and might as well use this thread for it. What concerns me is:

p19: "Inspirations: Gained by winning Conflicts. Spent to increase dice."

p25: "By using their Inspiration the player may raise one die on that characters (sic!) side to the value of the Inspiration."

So are you able to spend, let's say, three points to increase a die from 1 or 2 to 3 or do you spend one point to go from 2 to 3? Or do you spend one point of inspiration to raise the die to the previous or current value of the Inspiration?

Perhaps I haven't read the example of play carefully enough, but the example in the grey box on p25 doesn't state what the actual effect of the Inspiration spent is.

- Jonas
Title: Question about inspirations
Post by: Vaxalon on March 29, 2005, 02:37:22 PM
Let's say there's a die on the table that you want to affect.

You have an inspiration at 4.

You can only use the inspiration if that die is currently at 1, 2, or 3.

When you use it, the die becomes 4.

After that, the inspiration is gone.