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Topic: Destiny and the Universal Character
Started by: killacozzy
Started on: 5/1/2005
Board: RPG Theory


On 5/1/2005 at 10:19am, killacozzy wrote:
Destiny and the Universal Character

Start by clicking here and catching up, as this is a continuation of a thread I started in the Design Forum asking about game traits, which evolved into a discussion about Destiny as a definable character trait, along with self-focused Pride as its foil.

I'm trying to develop a goal-based mechanic around these concepts, but to do so, first I want to see how they figure into the universal character, so you can identify a Destiny and Pride in everyone.

Plus, I keep getting schooled on gaming concepts that I know but lack the vocabulary knowledge to describe and/or indentify.


Read up, and join in—it's great fun.

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On 5/1/2005 at 1:15pm, TonyLB wrote:
RE: Destiny and the Universal Character

Okay, let's talk about Destiny. First question: What kind of Destiny mechanic are we talking about? One that defines Destiny before its fulfillment, during its fulfillment, or after its fulfillment? Examples:

Before: "My destiny is to destroy the cosmos... now I can either succeed or fail at that."
During: "So I'm fighting to avoid temptation? I want to stake a Destiny point on this, to make it a really pivotal moment for my character, however it turns out."
After: "I just killed one of the men who murdered my father, and got a lead on the group he was working with. That's a step in my destiny. So my Destiny has something to do with revenge... maybe."

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On 5/1/2005 at 1:36pm, Troy_Costisick wrote:
RE: Destiny and the Universal Character

Heya,

Perhaps someone could list a few games with some solid Destiny/Ascension mechanics. The only one I can kinda think of off the top of my head is Shadows of Yesterday, but I know there are better examples. A list might help Killa out.

Peace,

-Troy

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On 5/1/2005 at 2:26pm, timfire wrote:
RE: Destiny and the Universal Character

Off the top of my head I know of two general methods for introducing Fate/Destiny/Doom.

The first is to give a mechanical bonus for engaging in conflicts related to one's destiny. In other words, suppose I have the destiny "I wll become king." If I engage in a conflict with the current ruler, or if I'm trying to influence the rebels to join my cause, etc. I would gain a bonus to my dice rolls.

The idea here is that since players gain a bonus, they'll naturally seek out conflicts that are attuned to their destiny, as they will have a better chance at winning those types of conflicts. This requires, however, that the game allows for fate-related action. In other words, the wannabe-king wouldn't be very successful in a standard dungeon crawl, or in trying to save the local farmers from the capitalistic landowners.

Example: The Riddle of Steel and Tensho Bansho (is that spelled right, Andy?)

The second is to grant players the directorial power to introduce elements into the game that are related to said Destiny. Again, if I have the destiny "I will become king," I (as a player) could simply narrate "the current King is fond of long walks by himself through the castle garden... I'm going to try and sneak in kill him during one of those walks" or possibly "there is a rebel group that hates the current king. Many of them are old knights and friends of my father's. I'm going to try to influence them into joining my cause."

The idea here is that players will directly influence the the direction of the game by introducing events that push their destiny.

Examples: The Mountain Witch

Be warned, both of these methods put alot of power in the hands of the players, and fundamentally changes the role of the GM. In both cases, the GM is forced to be responsive to the action of the players.

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On 5/2/2005 at 5:57am, killacozzy wrote:
RE: Destiny and the Universal Character

TonyLB wrote: Okay, let's talk about Destiny. First question: What kind of Destiny mechanic are we talking about? One that defines Destiny before its fulfillment, during its fulfillment, or after its fulfillment? Examples:

Before: "My destiny is to destroy the cosmos... now I can either succeed or fail at that."
During: "So I'm fighting to avoid temptation? I want to stake a Destiny point on this, to make it a really pivotal moment for my character, however it turns out."
After: "I just killed one of the men who murdered my father, and got a lead on the group he was working with. That's a step in my destiny. So my Destiny has something to do with revenge... maybe."


Before... but it's not the typical idea of destiny I'm thinking of here. I'm going moreso in the direction of "What is my purpose in life?" It's got two parts, I think: the ideal and the manifestation of that ideal. For example: Ronaldo believes in justice as an ideal, and the manifestation of that ideal might be to become part of the legal system. So, perhaps Ronaldo's destiny is to become an attorney and improve said legal system.

And what is that Pride I was talking about? This would be the ego-driven trait that prevents such a destiny from being realized, as focusing on the self distracts from—and maybe even distorts—the ideal. From my examination of character thus far, this tends to sprout from doubt or the need to prove one's worth. For example: Ronaldo, in his life-long quest to become a lawyer and practice his ideal of justice, maybe finds it too difficult and cheats on the bar exam. In his selfish need to find that success as a lawyer, he forgot about his ideals and took the quick and easy route. Although he gets away with it, this haunts him later on in his career.

I must admit that I'm struggling to succinctly define these traits, but I really do think that there's a way to zero-in on them. All people and characters have an end-point goal based on ideals of importance, and all people (I think) have an "inner-demon", so-to-speak, that prevents the destined conclusion to the journey.

Another problem I've noticed is the scope of destiny. Is such a destiny trait a one-shot deal, which, once achieved, signals the end of the hero's journey? Does the hero have multiple destinies at once? Can the hero achieve one destiny and then create another?

timfire wrote: The first is to give a mechanical bonus for engaging in conflicts related to one's destiny. In other words, suppose I have the destiny "I wll become king." If I engage in a conflict with the current ruler, or if I'm trying to influence the rebels to join my cause, etc. I would gain a bonus to my dice rolls.


I've pondered this possibility, that of a small bonus to tasks directly related to one's destiny, almost like a sort of "willpower" boost. Then, success at these actions could give the player an opportunity to roll and increase the bonus for next time.

Do you really think a player would object to missions/adventures/tasks unrelated to his or her character's destiny? As far as I'm concerned, even seemingly unrelated missions might better prepare a character for challenges down the road. Besides that, just because someone is destined to be king doesn't mean that he eats, sleeps, and breathes what the future holds (or doesn't). The character has other desires and wants, it's just that the destiny is an idealistic representation of character and virtue.

And do you think that a set of player-chosen beliefs or virtues would help to minimize the above effects? For example: Since Erik the Wonderful wants to be king, he might have that "justice" ideal as well. In addition to justice, Erik believes in praising the gods, respecting one's elders, and respecting women. Even when presented with a mission that has nothing to do with becoming king, he may be forced to take it to defend the virtues he holds dear. And whether or not he knows it, this mission will better prepare him in his quest for the throne.


In the end, though, this is all really about defining the above traits within a universal model. Do you think the destiny, pride, and virtue traits exist within all people/characters? How might this model be refined?

PLUS: Is this idea of pride truly a hinderance to destiny, or would it become its own path altogether? In other words, when you're following a virtue and your pride rears its ugly head, do you "switch paths" and start following that pride to your fate, or does it simply act as a barrier on your journey to destiny?

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On 5/2/2005 at 2:17pm, timfire wrote:
RE: Destiny and the Universal Character

killacozzy wrote: Do you really think a player would object to missions/adventures/tasks unrelated to his or her character's destiny?

Well, if you look at The Riddle of Steel, yes -- players (generally) object to scenerios that aren't related to one of their Spiritual Attribute. (Destiny is a Spiritual Attribute in TRoS.) But TRoS is set up so that SA's are so over-powering that to engage in a conflict without one is near suicide.

I guess you could set up a Destiny bonus that didn't have such an overpowering effect, but... I don't know. If the bonus was so minor that it could be ignored, then how does the mechanic ensure that the destiny will manifest? I mean, if I want to be king, and I finally get my chance to duel the current ruler, and then I lose because of a lousy die roll, how was that my destiny?

I would think that in order to ensure that the destiny manifests, you would need a hefty bonus. But as soon as you institute a hefty bonus, then playes are only going to want to do destiny-related stuff, so that they can gain the bonus.

My game gets around this because character "fates" is a bit of a misnomer. "Fate" in The Mountain Witch is open ended. Take the fate "your worst fear will manifest." Players use their directorial power to narrate their fear coming to life, but once that fear is manifest, all bets are off, anything can happen.

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On 5/2/2005 at 2:27pm, TonyLB wrote:
RE: Destiny and the Universal Character

I'll go a step beyond Timothy. He's polite. I'm... I'm polite too... aren't I polite?

Anyway, if you (a GM) say "Tell me what you want the story to be about," and then give me something other than what I told you, I will be pissed. There had better be a good reason for doing that.

I get it when you have to service other players, and therefore can't hit my high-points. I even get that you have your own agenda, and it can take priority over me too. But if you're just passing time? Just doing missions because you think "doing missions" is what RPG is about? Your only excuse for that would be 'nobody told me what they wanted, so I had to guess.' Once I tell you what I want, you can't claim ignorance any more.

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On 5/2/2005 at 3:44pm, Valamir wrote:
RE: Destiny and the Universal Character

Here's a Destiny mechanic I'll throw on the table as an idea generator. I list the bonuses as simple +1, +2...convert to the equivelent in your system as needed.

All characters start with a Destiny at +1.

The player, in conjunction with the GM and other players during group character creation establish what the Destiny is about in a general sense "To become king", "to find the 6 fingered man who killed my father", "To become the greatest swordsman in the land", whatever.

At any point, at any time, for any reason the player (and only the player) can decide that a particular situation is part of their Destiny and lay claim to the bonus (initially +1). Depending on the structure of your game, this could be done per roll, or per scene with the bonus accrueing to all rolls in a scene. The player must be able to describe in a brief narration how this particular event ties to their Destiny.

Each time the player does this he earns 1 Fate. Fate represents the Universe taking notice. You're making waves and the forces of Karma start paying attention to you.

At any point, at any time, for any reason, the GM (or potentially even another player) can take your accumulated Fate and spend it. It should be spend in a manner to make your life more complicated. In otherwords its spent to do "bad stuff" to the character, where "bad stuff" is defined as things that would make the character say "Oh Gods, why me?" but will make the PLAYERS say "Oh yeah...now the shit hits the fan...this is gonna be good".

After spending a certain amount of Fate on a character, that character's Destiny grows to +2...then +3...then +4...etc.

The "Bad Stuff" that comes from having Fate spent against you has a scope that increases as the Destiny increases. At +1 Fate might involve the local priest denouncing you as a sinner in front of the community. At +5 it might involve being put on trial as a heretic by the grand inquistor of the realm...that sort of thing.


What this does is the following:

1) It insures that Destiny is a part of your game. Every time a player chooses to take the bonus it touches on Destiny. Every time a player chooses to forgo the bonus they were thinking about their Destiny. Thus Destiny is always involved in every roll just floating there under the surface even when it isn't being actively called upon.

2) It avoids all issue of predetermination or steps or a path that you've been worried about with other mechanics. In the end, if you record all of the player's narrations when they use their Destiny you'll wind up with a wonderfully convoluted twisting path that mirrors the byzantine structure and cryptic nature of "prophecy".

3) As the player's Destiny increases they will become notably more effective at pursueing elements related to their Destiny than they are at elements that aren't. They'll cross a point where they'll be driving hell bent for leather to achieving that Destiny. Or...they'll take the other route...turn aside from the path before they get to that point and leave their destiny unfilled...which also says something profound about the character (and perhaps the player as well). After all..."If you choose not to decide, you still have made a choice..."

4) The GM (or even better, the other players) use Fate to drive the characters on. By using Fate to increasingly complicate the situation you put the players in a position where they'll have trouble extracating their character without falling back on the temptation of that Destiny Bonus...and so we see how being convicted of heresy becomes part of the character's destiny as he's forced to call upon that Destiny to escape and eventually work to topple the church in order to stay alive (helped by his ever increasing Destiny bonus). "And so it came to pass that he who was born under the Shadowed Moon fulfilled the ancient prophecy and brought low the Church of the Crimson Hand; and the land ran red with the blood of the Faithful" Which can come about through play after starting with nothing more than "Destined for Greatness +1".


Thoughts?

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On 5/2/2005 at 5:40pm, pasoliati wrote:
RE: Destiny and the Universal Character

Valamir wrote: Here's a Destiny mechanic I'll throw on the table as an idea generator. I list the bonuses as simple +1, +2...convert to the equivelent in your system as needed.

Thoughts?


That is one of the greatest ideas I've ever read.

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On 5/2/2005 at 7:40pm, Bob Goat wrote:
RE: Destiny and the Universal Character

Very cool Ralph. It's funny, but I came up with a similar idea the other day, but more geared towards the tragic. Same idea, only tied to a tragic endgame (which is loosely defined by the player at the start of play).

So the idea in my version of it is this:

Character starts with a Doom Rank 1 with a Descriptor of something general, like betrayal by loved one, or ignoble death or something. he gets that bonus for things tied to his Doom. Each time he draws on it the Rank increases until it hits 6. This starts the endgame and the bonus becomes a negative at this point. So when the GM or the Player calls for his Doom to come to the forfront of the game, he suffers the negative modifier, which brings about the Doom.

Keith

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On 5/2/2005 at 8:20pm, killacozzy wrote:
RE: Destiny and the Universal Character

I like the idea, Ralph, particularly:

Valamir wrote: 2) It avoids all issue of predetermination or steps or a path that you've been worried about with other mechanics. In the end, if you record all of the player's narrations when they use their Destiny you'll wind up with a wonderfully convoluted twisting path that mirrors the byzantine structure and cryptic nature of "prophecy".


No "steps" to get there, no set of preordained "goals" to make the journey simplistic. It allows the player to have freedom. Thus, the character makes choices about his or her destiny within the context of the game as he or she interprets this destiny.


But let me bring you back to the core of the thread. I want this model of "destiny" and "fate" or "pride" or whatever other traits are described to apply to all people and characters. So, I can see how this would apply to a normal hero.

Luke Skywalker, destined to become a Jedi Master, would be applying his destiny to things like using the Force, going to train with Yoda, fighting Darth Vader. In his linear path to destiny, his bonus increased until he ended up dueling his father on the Death Star, and then became the only Jedi. He then trained to become a master and reinstated the Jedi Order.

Neo would be using this destiny bonus to saving Morpheus and getting the hell out of the Matrix alive. After all, he is destined to become "the One". But why didn't be use this bonus before? What could possibly have prevented him from using that bonus to, perhaps, prevent Morpeus from getting captured in the first place?

And what about a character like Anakin Skywalker (Darth Vader)? His destiny was to bring balance to the Force. All of the sudden, he started whooping Jedi ass and became the Sith apprentice to Emperor Palpatine. If he was destined to balance the Force, what made him veer off track? If he didn't change course, what made his progression cease? Were there other values or virtues involved?

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On 5/2/2005 at 8:46pm, Valamir wrote:
RE: Destiny and the Universal Character

Spur of the moment thoughts:

Neo would be using this destiny bonus to saving Morpheus and getting the hell out of the Matrix alive. After all, he is destined to become "the One". But why didn't be use this bonus before? What could possibly have prevented him from using that bonus to, perhaps, prevent Morpeus from getting captured in the first place?


Well, staying within the outline of the mechanic above, I would say that Neo had been using his Destiny and had been Accruing Fate. The GM then spent that Fate to have Morpheus captured by fiat. In other words during traditional play players may say something like "wait a minute, my guy is right down the hall...I should get a roll to hear the confrontation and attempt to burst in and stop them". However, in this case the GM's response would be "No, this event was Fated as part of your Destiny. It happens because its been decreed to happen, you cannot effect it".

Boom, Neo doesn't use his Destiny bonus to prevent Morpheus's capture because he can't. Fate dictates that Morpheus will be captured...therefor Morpheus will be captured.

What makes this different from ordinary annoying piss-the-players-off GM Fiat is that the players do it to themselves. By choosing to use that Destiny bonus they're giving the GM permission (through spending Fate) to orchestrate by Fiat events that they can't influence.

e.g. no matter how hard the rebel troopers fight the boarding Storm Troopers, nothing will prevent Princess Leia from being captured by Vader because the GM used Fate points to orchestrate that event.

Its sort of like plot points in a programmed scenario except they're not created up front and the GM doesn't have unlimited ability to do it...he can only do it to the extent that he can spend Fate Points to make it happen (by whatever price scale winds up working).

That's how'd I do it anyway.


And what about a character like Anakin Skywalker (Darth Vader)? His destiny was to bring balance to the Force. All of the sudden, he started whooping Jedi ass and became the Sith apprentice to Emperor Palpatine. If he was destined to balance the Force, what made him veer off track? If he didn't change course, what made his progression cease? Were there other values or virtues involved?


There's a couple of ways you could do this within the framework I outlined above.

One is to do nothing. Since the player can call on the Destiny whenever they want as long as they narrate how it fits, Anakin's player could simply decide to start using his Destiny to bolster nasty Dark Side vengeance type stuff. At which point the GM starts using Fate Points to censor / ostracise him from the other Jedi, deny him access to Light Force Powers or other such things...thereby Complicating Anakin's life and requiring him to continually turn to that Destiny in a sort of Spiral to the Dark Side effect during which the Destiny just naturally morphs during play. So Anakin's Destiny was to bring balance to the Force...? Whose to say that when wnakin turned that the Light Side wasn't the side that was too powerful...and that turning to the Dark and purging the Light Jedi wasn't exactly the sort of balance that the Destiny meant all along?

Another is to take a page from Shadows of Yesterday's Keys. Keys are SoY's experience point system. You pick a Key (or several) and every time you do certain things that the Key defines you get XPs. Or you can buy off your Key...meaning you no longer have it but in exchange you get a big bonus. For instance: You might have the Key of Loyalty which means every time you act to demonstrate your loyalty you gain XPs...but...the temptation is always there to score a big XP boost by buying off that key by betraying whoever it is you're supposed to be loyal to.

You could do something similiar in your game. Calling upon the Destiny Bonus will get you the indicated Bonus. But perhaps for a brief time you can call upon a super charged bonus (2x the normal bonus, or something) IF you set aside your destiny forever, or even more (4x the normal bonus) if you betray your destiny.

Maybe you have the Destiny "Born to be King". At some point the character falls in love and the GM wind up using Fate to have his love abducted. On the verge of being sacrificed to some evil dark god even the Destiny Bonus might not be enough to save his love...so the player decides to trade it in. He forsakes his Destiny to be King forever gaining a one time (for the duration of the current situation) super bonus in order to save his Love. Or, if even that isn't enough...he sells his own soul to the Dark God to get the even bigger super bonus...and thereby betrays his destiny by becoming the man who destroys the Kingdom he was to be king of.

Does that sorta work like you wanted?

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On 5/2/2005 at 8:52pm, Sydney Freedberg wrote:
RE: Destiny and the Universal Character

No substantive comment, except:

Damn, I want to play this game! Somebody hurry up and write it already. I love the idea of mechanics based off temptation.

Especially this bit:

Valamir wrote: .... He forsakes his Destiny to be King forever gaining a one time (for the duration of the current situation) super bonus in order to save his Love....


Damn and hot damn.

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On 5/2/2005 at 9:02pm, killacozzy wrote:
RE: Destiny and the Universal Character

Valamir wrote: One is to do nothing. Since the player can call on the Destiny whenever they want as long as they narrate how it fits, Anakin's player could simply decide to start using his Destiny to bolster nasty Dark Side vengeance type stuff. At which point the GM starts using Fate Points to censor / ostracise him from the other Jedi, deny him access to Light Force Powers or other such things...thereby Complicating Anakin's life and requiring him to continually turn to that Destiny in a sort of Spiral to the Dark Side effect during which the Destiny just naturally morphs during play. So Anakin's Destiny was to bring balance to the Force...? Whose to say that when wnakin turned that the Light Side wasn't the side that was too powerful...and that turning to the Dark and purging the Light Jedi wasn't exactly the sort of balance that the Destiny meant all along?


Ah! So in the first example, that idea of Pride or a similar trait as I described before isn't necessary, because he causes it to happen to himself. He begins to use his Destiny in a selfish way (vengeance), so the universe (the GM) responds by using Fate as a sort of punishment, which further distorts his perspective. I mean, we all realize that as Darth Vader, he does bring balance to the Force and that all the Dark Side stuff was necessary. But did he think he was still on the path of destiny at the time?

Maybe you have the Destiny "Born to be King". At some point the character falls in love and the GM wind up using Fate to have his love abducted. On the verge of being sacrificed to some evil dark god even the Destiny Bonus might not be enough to save his love...so the player decides to trade it in. He forsakes his Destiny to be King forever gaining a one time (for the duration of the current situation) super bonus in order to save his Love. Or, if even that isn't enough...he sells his own soul to the Dark God to get the even bigger super bonus...and thereby betrays his destiny by becoming the man who destroys the Kingdom he was to be king of.


It seems like the resulting Fate points would almost ensure that his Love bites the big one. Perhaps this is good, perhaps this is bad. Guess you shouldn't double that destiny bonus!

***

But what about multiple destinies? Can characters have more than one destiny, either simultaneously or in succession?

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On 5/2/2005 at 9:21pm, pasoliati wrote:
RE: Destiny and the Universal Character

killacozzy wrote: And what about a character like Anakin Skywalker (Darth Vader)? His destiny was to bring balance to the Force. All of the sudden, he started whooping Jedi ass and became the Sith apprentice to Emperor Palpatine. If he was destined to balance the Force, what made him veer off track? If he didn't change course, what made his progression cease? Were there other values or virtues involved?


Just a very tiny aside, but Anakin fulfills his destiny of bringing balance to the Force. 1000 Jedi vs 2 Sith all the way down to 1 Jedi vs 2 Sith.

If the destiny is worded vague enough and if the players understand and decide to go with the idea of destiny instead of fighting it, almost anything can seem like a justified outcome.

((Two posts in one day. One thread even. They are going to revoke my lurker's licence.))

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On 5/2/2005 at 9:28pm, Valamir wrote:
RE: Destiny and the Universal Character

It seems like the resulting Fate points would almost ensure that his Love bites the big one. Perhaps this is good, perhaps this is bad. Guess you shouldn't double that destiny bonus!


Well, you could always just say that forsaking or betraying the destiny doesn't earn any more Fate...the Destiny being gone after all.

Or you could add other details that allows the player to declare certain things off limits to fate...or institute a Double Jeopardy rule that once Fate is used to capture Morpheus once, it can never be used to capture Morpheus again...or could institute a rule that allowed the players to collectively vote to reject any GM use of Fate that didn't seem fun to them...or you could simply recommend that the GM not do something like that and rely on his own GM skills to not be abusive.

Lots of different ways you could go, but those sorts of details are best determined after playtest.



But what about multiple destinies? Can characters have more than one destiny, either simultaneously or in succession?


Seems to me 1 destiny is complex enough. I mean look at all the different uses someone could be "Destined for Greatness". In my example above, the player wound up using that destiny to topple the local religious hierarchy. By the time you wind up tracing the path of all of the player's use of the Destiny bonus you'll probably find there are alot of different permutations that play off of a single theme.

But again, I think at that point you're delving into details best left until after a round of playtesting determines whether a) the core concept works, and b) whether those details are actually relavent in play.


Sydney: Thanks, and I know what you mean...as I was writing it I was thinking..."oooh, now I want to write a game like this" Course I'd probably make the Destiny "Bonus" the primary resolution system and scrap any notion of stats and skills and stuff.

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On 5/2/2005 at 9:33pm, timfire wrote:
RE: Destiny and the Universal Character

Valamir wrote: Sydney: Thanks, and I know what you mean...as I was writing it I was thinking..."oooh, now I want to write a game like this" Course I'd probably make the Destiny "Bonus" the primary resolution system and scrap any notion of stats and skills and stuff.

Totally. I think such a system would overpower the rest of the game anyway.

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On 5/2/2005 at 9:45pm, killacozzy wrote:
RE: Destiny and the Universal Character

pasoliati wrote: Just a very tiny aside, but Anakin fulfills his destiny of bringing balance to the Force. 1000 Jedi vs 2 Sith all the way down to 1 Jedi vs 2 Sith.


To be technical, the actual balance occurs when he kills the Emperor then dies himself. Why? Then there are no Sith and no Jedi. Luke ain't no Jedi, he's a conflicted Force-user.


But anyway, another question:

If Destiny is designed to drive the character, what would create a love interest or any other goal? After all, if the player wants the story to be about his character becoming king, what would the mechanic be that motivated him to do anything but that?

In the example of the wannabe king who sees his Love getting captured, why wouldn't the player just say with ease of conscience, "I don't want the game to end here! Screw her; I guess my destiny lies elsewhere"? (I assume we're only talking about player motivation at this point, as every assumption up until here has revolved around player choice.) There would obviously be other things the character cared about besides his Destiny, but how would those come into play?

The only system I can think of would involve some kind of Tenet or Virtue traits, which would constitute a morality for the character. Bonuses for pursuing them and/or penalties (or Fate) for betraying them.

See, that's why I was trying to attach a Pride to the Destiny trait.... that way, the character would be somehow punished for betraying his Destiny or a related Virtue/Tenet. I want the Destiny to be greatly important, but not the only thing of importance. After all, destiny is just an accumulation of following what you believe in, as far as I see it. But too many "bonuses" for acting with a Destiny/Virtue/Tenet in mind would require more and more numbers and rules, and would almost make any traits besides these beliefs seem worthless, which is not what I wish to convey.

Does that make sense?

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On 5/2/2005 at 9:50pm, Sydney Freedberg wrote:
RE: Destiny and the Universal Character

killacozzy wrote: If Destiny is designed to drive the character, what would create a love interest or any other goal?... too many "bonuses" for acting with a Destiny/Virtue/Tenet in mind...would almost make any traits besides these beliefs seem worthless....


If a player consciously wanted to explore "love or destiny? which do I choose?" they could set themselves up for that, but you're right, the mechanics need to leave them room to do so (instead of "just roleplay it").

And Ralph's Very Cool Concept actually would require a certain amount of "white noise" / random adventures, especially early on, to "seed" the Destiny system by giving the player things to choose among.

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On 5/2/2005 at 9:50pm, Valamir wrote:
RE: Destiny and the Universal Character

Some more Brainstorming:

For Fate Costs, I'd start with something like:

Magnitude of what is effected is determined by character's current destiny level. Nature of what is effected costs Fate

2 Fate: Take an object, possession, or piece of property. At low Destiny the character's sword might break in the midst of a battle, or his horse might go lame in the midst of a mission. At a high Destiny, Excalibur itself could be lost or the character's castle stormed and reduced to rubble.

3 Fate: Damage the character's Lifestyle, or position in society. At low Destiny ladies of breeding avoid him because of the blood on his hands. At high destiny he's declared an outlaw and hunted.

4 Fate: Threaten the safety of persons close to the character or damage the character's relationships. The GM must provide an opportunity to save / restore the situation. The character's children are kidnapped, his wife believes him dead and is now betrothed to another, his best friend believes he killed his brother. At low Destiny the threat is easily dealt with (for now) at high Destiny its a campaign in itself.

5 Fate: Kill a person or persons the character knows character or irrevocably change the character's relationships. The character returns home to find his home burned (2 Fate) family butchered (5 Fate) and himself sold into slavery (3 Fate) ala Gladiator. At low Destiny the person is a casual acquaintance. At high Destiny the person is a close loved one or important patron.

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On 5/2/2005 at 10:03pm, killacozzy wrote:
RE: Destiny and the Universal Character

As it was coming along, my mechanic involved three core stats—Body, Mind, Spirit—each given an appropriate value based on the character concept. Then, the players were given x amount of points to define traits, which basically gave bonuses to the three stats. Under Spirit is where I was mentally categorizing Destiny and its suitable bonus. I imagined that any beliefs or virtues could become their own traits/bonuses. The way I'm leaning now is that any number of traits can combine to augment the roll, which allows for Destiny and whatnot to influence the outcome.

But I just can't see the belief in something being the only determining factor in a conflict....

Or maybe the Destiny is the primary trait, with skills/talents/knowledges as modifiers to that main Destiny trait?

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On 5/2/2005 at 10:08pm, Sydney Freedberg wrote:
RE: Destiny and the Universal Character

Actually, it might be interesting to allow characters to explore two different paths: building ever-higher levels of Destiny, with all the risks that entails (e.g. Anakin and Luke Skywalker); or building up personal prowess while struggling to steer clear of fate's clutches, which would be a relatively low-risk, low-reward strategy (e.g. Han Solo).

EDIT to add: So you get a Premise along the lines of "freedom or destiny?"

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On 5/2/2005 at 10:25pm, killacozzy wrote:
RE: Destiny and the Universal Character

What about the overall result of Destiny?

I imagine that once a character fulfills that Destiny, he is finished with his story and becomes a Legend. Therefore, once a player completes this story and his character is a Legend, that character is now unplayable and the player creates a new character if the game is still to be played. This makes fulfillment of Destiny the end goal of the player/character.

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On 5/3/2005 at 3:28pm, contracycle wrote:
RE: Destiny and the Universal Character

Well these destiny approaches have a number of problems, IMO.

First, as above, surely the culmination of the Destony is also the culmination of the character in play. Thus, fulfilling the destiny will tend to be deferred, often indefinitely.

Second, inasmuch as the Destiny is important and meaningful, this then must be a story about the bringing about of that destiny. Thus, the action of pursuing the Destiony becomes all of plot. And worse, one plot for each character with a Destiny.

So, it seems to me, either such a game has to be 100%, relentlessly, about the pursuit and fulfillment of those destinies, or the destinies become impediments to be ignored, or a sort of affectation the character carries about with them, but which is essentially trivial.

Its not clear to me what you want the destinies to do - to coordinate play, or to assert a metaphysical fact about your world.

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On 5/3/2005 at 4:32pm, timfire wrote:
RE: Destiny and the Universal Character

contracycle wrote: Well these destiny approaches have a number of problems, IMO.

First, as above, surely the culmination of the Destony is also the culmination of the character in play. Thus, fulfilling the destiny will tend to be deferred, often indefinitely.

Second, inasmuch as the Destiny is important and meaningful, this then must be a story about the bringing about of that destiny. Thus, the action of pursuing the Destiony becomes all of plot. And worse, one plot for each character with a Destiny.

Good points. I thought I would mention that The Mountain Witch gets around this because character Fates aren't an end unto themselves. Fates in MW serve to position characters in conflict with other characters. Thus the story isn't about fate per se, but rather about how fate affects character relationships.

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On 5/3/2005 at 6:42pm, killacozzy wrote:
RE: Destiny and the Universal Character

I think this destiny trait represents what someone perceives their purpose to be, both as a reflection of outside opinion and as an independent goal. While I might think my destiny is "to give a great creation unto the world", the next guy's might be "to find contentment in my surroundings". For myself, I might think my progress towards this "destiny" is minimal. I'll be able to gauge this progress as I see the pieces falling into place. For that other guy, he'll have his own perceptions on how to meter his success.

In either case, the importance of the goal is subjective. While the other guy works night and day to meet someone special, make enough money to buy a house, and balance this "future" with his present needs, someone like me devotes his time to destiny when he gets the chance. I know I'll eventually meet this goal, but it may happen in ways I can't forsee.

Destiny drives us, but doesn't necessarily have to be the driving force. Personally, I have other beliefs and tenets that I must abide by in order to be true to myself. Destiny only has importance so far as it's allowed.

DESTINY:
It's an overarching plot device, yes.
It's the über-story.
It's that tale of Mulder striving to prove the existence of UFOs.
It's the series arch.

But then again, there's other importances that cannot be ignored. Even though I may feel I'm destined to become a great creator, I still play video games for fun, I still spend time with my girlfriend, and I still want to make money and be comfortable. If I'm on my way to the printer with my game text—destiny nearly fulfilled—and I see notice my car is on fire, am I going to ignore it and run to the printer anyway? No, I'm going to deal with my damn car because it's a safety hazard and because it has value to me. Or had value. Before it caught fire. Damn car.

VALUES:
They're distractions to the main tale, yes.
They're the individual stories.
They're the cases that Mulder takes because although they're unrelated to the UFOs, there's still something to prove.
They're the episodes.


I like the idea of flexibility. One-shots could involve plots that only concern the DESTINY. Campaigns could concern themselves with all sorts of conflicts, eventually leading to that series finale.... Heh, the more I think about it, the more the stucture resembles a TV series or comic book serial. Does that clear up my intentions in the slightest amount?


I dunno if this is compatible with typical RPG format. I know that most games have a major impending "disaster" to work with/towards/against, but to have individually customed destinies? And to offer a mechanic that rewards following such beliefs?

I'm still working on it, and I do appreciate the ideas generated by this thread.

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On 5/4/2005 at 8:51am, contracycle wrote:
RE: Destiny and the Universal Character

Well, my general thrust was to illustrate that Destiny is a really slippery fish in an interactive medium. There are several ways of, lets say, phrasing what destiny means, and there are some problems inhertent to the finality of the concept.

I think there are two main functional strands: destiny as a kinda general character direction, as an expression of the characters views, or destiny as a structural device for coordinating the players.

I think the former actually has a fair amount of precedent. WOD has the personality archetypes that award XP for sticking to the general thrust of the characters agenda, and encouraging long term consistency. Fates Worse Than Death has a more refined system depedong on more specific moral values held by the character.

As a coordinating principle, much less work has been done, mainly IMO because of the habit of sticking to linear time. This is the angle I was trying to tackle with my Tension proposeals; that the game itself be posessed of a destiny, in a sense rather looser than a railroaded plot. One might say the aim is to establish a framework so that, if you have no idea what to do, you can always do whatever works toward the destiny in the confidence it will not wreck the direction and point of the game.

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On 5/4/2005 at 10:17am, Doug Ruff wrote:
RE: Destiny and the Universal Character

timfire wrote:
Valamir wrote: Sydney: Thanks, and I know what you mean...as I was writing it I was thinking..."oooh, now I want to write a game like this" Course I'd probably make the Destiny "Bonus" the primary resolution system and scrap any notion of stats and skills and stuff.

Totally. I think such a system would overpower the rest of the game anyway.


As an example of how this could be implemented in a minimalist way, how about The Pool?

(Available - for free - here for anyone reading this who doesn't have a copy.)

Because each player starts with a small number of dice which are unassigned to an ability, that takes care of a lot of the non-destiny conflicts.

A Destiny could be incorporated as any other trait, so for example:

Magnetic personality +1
Student of the Force +2
Athletic +1
Destined to bring balance to the Force +1

(Not an expert on the new movies, so don't expect the stats to be accurate.)
Destiny always starts at +1, doesn't cost starting dice, and cannot be increased by spending dice. Each time the Destiny is called on for a bonus, record a check against the Destiny.

Once four checks have been accumulated, erase them and change the Destiny bonus to +2; another 9 checks gets you +3 etc.

The Destiny can be "bought off" for a one-time bonus of double (abandoned) or quadruple (betrayed) the number of usual dice. This can also be used for "Death's Door" rolls.

Combine this with Ralph's excellent examples of Fate expenditure. The GM can do bad stuff to you whenever he chooses to as long as the Fate "cost" is less than the Destiny bonus. The idea being that the GM only uses this as a means to drive the story when there is a lull, or if the players call for it. If that seems abusive, the GM must award a check to the player every time he invokes Fate.

This is just an example (but I think it's playable as is). I'm putting this forward as something that you can react to; how would you do it differently?

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On 5/4/2005 at 7:09pm, shaheddy wrote:
RE: Destiny and the Universal Character

I just skimmed the thread, so sorry if someone already pointed this out. FATE has a pretty decent destiny mechanic which seems similar to what y'all are discussing, especially if you allow invoking aspects to count as using author stance.

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On 5/5/2005 at 12:21am, killacozzy wrote:
RE: Destiny and the Universal Character

See, what I'm unsure about is how to assign "Fate".

The Destiny trait is a trait all characters possess.... now, if "Fate" is acquired every time Destiny is called upon, quite a sum would accumulate. I almost want Fate to act as the "Dark Side of the Force" when large enough, but I'm reluctant to give the GM the power to spend Fate points against a character. I'm racking my brain trying to come up with a system similar to those presented, minus the power it gives the GM.

My current thought is that each time Destiny is called upon, the character receives a number of Fate points equal to Destiny (Destiny +1 causes 1 point, while +4 earns 4 Fate points). Perhaps, every few uses would earn the Fate points, but in any case, using Destiny brings Fate points to the character. If this number ever reaches 11 (or whatever amount), the final fate is enacted (that "endgame" of doom), but the player can "buy off" Fate points with negative traits for their character. For example, 5 points could become a "Broken Arm (-5)" trait, and anything involving this broken arm would incur the penalty. The group (GM and players) would have to agree on the trait, and if desired, the player could maybe even give a positive bonus to an enemy (but all traits purchased would have to be fairly devistating to the player). This discourages the GM from becoming the opposition of the players (which doesn't mean his characters cannot be opposition), and allows the game to evolve as more of a group endeavor, favoring the player's vision for his or her character.

I'm leaning heavily towards having the GM only act as the player of NPCs and "keeper" of the setting and such (isn't it obvious... LOL).

Any potential flaws?

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On 5/5/2005 at 2:20am, Valamir wrote:
RE: Destiny and the Universal Character

Not a flaw, but let me challenge a preconception for a moment just to give you more food for thought.

Why do you want to segregate the gamemaster and go out of your way to make him MORE different than any other person at the table.

If you start with the assumption that all of the people sitting around the table are intelligent, creative, thoughtful human beings equally dedicated to giving their full effort to making the game fun for themselves and their fellows...then you should be able to pursue less differentiation between GM and players rather than more.

That this is true is witnessed by a number of games that have no seperate GM or which parsel out the GM's job in non traditional ways and which are very successfully and produce highly enjoyable play.

Sooo...why would you be willing to give great power to the players (choosing when and why to call upon destiny) but turn around and be afraid of giving great power to the GM. I heartily encourage you to embrace the idea that the GM is nothing MORE and nothing LESS than another player at the table. There is no reason to elevate the GM to godhood and there is no reason to shackle the GM with chains. Trust them to be good players also.

The system I outlined above was predicated on the idea that the players VOLUNTARILY give the GM the power to use Fate by choosing to engage Destiny. Any player who doesn't want to do that, has only to avoid engaging Destiny and thus the GM has no Fate to use. If the players WANT the GM to have that power...why fear it?

GM using his power against the CHARACTER is GOOD. GM using his power against the PLAYER is bad. Trust your players to know the difference.

Now I'm not saying my system is the end all be all, but I submit that perhaps you need to think long and hard about why you're worried about giving power to the GM.

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On 5/5/2005 at 3:08am, killacozzy wrote:
RE: Destiny and the Universal Character

Well, I guess it's moreso giving the GM sole interpretive power that I worry about....

If the GM gets to interpret singlehandedly what the consequences of inacting Destiny are, what would keep the GM from steering play entirely by use of hefty penalties?

I mean, the way I see it, the player chooses when and what to buy in terms of a penalty.... or the group decides as a whole, which would include the GM. The timing of this penalty and the nature don't have to be crippling, but simply suitable and harmful. A group concensus would only be necessary if a fighter tried to enact a magic penalty, which wouldn't really be any kind of penalty at all.

If the GM gets that power, he could choose to cripple a fighter with a horrible physical penalty right before he enters the final duel of his Destiny, simply because the GM wants the Villain to win, because the GM is supposed to act for the NPCs.

Truthfully, I'm trying to figure out how to make story elements into traits ("Villain caputured his daughter [-4]") without giving an opportunity to argue that such a trait would motivate rather than cripple. I want Destiny to create a penalty for overuse (representing arrogance leading to Doom), and this penalty would cost experience currency to remove.

I dunno, lots of ways I can go, but I'm still searching.

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On 5/5/2005 at 1:11pm, Valamir wrote:
RE: Destiny and the Universal Character

If the GM gets that power, he could choose to cripple a fighter with a horrible physical penalty right before he enters the final duel of his Destiny, simply because the GM wants the Villain to win, because the GM is supposed to act for the NPCs.


Danger, Danger Will Robinson.

This is exactly the kind of preconception I'm talking about.

WHY is that the role of the GM? It doesn't have to be.

Remember. Character vs. Character is NOT the same thing as Player vs. Player...regardless of whether one of those characters is an NPC and one of the players is the GM.

IF the GM chooses to cripple a character with a horrible physical penalty right before entering the final duel...so what? If all of the players look at each other and say "ohhh...nasty...I can't wait to see how you overcome this one" then that's a GOOD thing.

Why assume that the GMs goal is going to be to do things that the players hate? Because its only if you assume that...that you have to be worried about what the GM "might" do.


In otherwords...I'm a big fan of the GM sharing power with players because the primary reason for having a god like GM is a lack of trust in the players...which is provably not the case so there's no reason for it. Similarly the only reason to put the GM in shackles is if you don't trust the GM...I recommend setting aside those fears and just designing a good core game.

My advice is this: Don't view rules and mechanics as placing limits on what players can do. That may be what rules wind up doing, but don't focus on that as their purpose. Instead view rules and mechanics as a formalized process by which players communicate with each other about what they as individual players want. Rules signal desire, rules signal intention, rules signal appreciation or lack there of.

WHATEVER rules you wind up coming up with for Destiny...view the actual game mechanics as a tool for communication not as a set of barriers and walls. Every time you roll the dice, or choose to use a bonus, or don't choose to use a bonus, thats a little nugget of information being conveyed from a PLAYER to the other players. Think in terms of WHAT information you want your rules to convey, when and to whom. Don't think in terms of what rules you need to prevent abuse. That's ultimately a really poor use for rules.

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On 5/5/2005 at 1:43pm, killacozzy wrote:
RE: Destiny and the Universal Character

I only worry that giving vague explanations of possible Fate point expenditures would lead to a lot of abuse by a GM who wanted to tell his story. I'm all about cooperative play, too, but if you give players concrete rules and then give the GM a vague, interpretive system and a screen to hide behind, it only seems like a timebomb.

I dunno.

If not for worries about how the game would play, I'd altogether scrap rules in favor of descriptions and cooperative play. But the fact is that rules exist within these games to give a system of conflict resolution. And even if conflicts within the game are solved, there's still diverging views on the story itself, which is why most games seem to give the GM omnipotence. Unfoftunately, that power does no good without omniscience as well.... but that's another topic altogether.


I actually doubt this system myself mostly because it punishes the character on a 1:1 ratio every time Destiny is called upon.... and I'm beginning to lose sight of what Fate even represented.... I guess I only wanted to prevent someone from calling on Fate every roll—abuse of the bonus. But since this is placing limits on players, you think it should be scrapped?

Originally, I wanted a Pride to interfere with Destiny much in the way that the Dark Side blocked the Light Side [of the Force]. But the only way I could even conceive of enacting such a rule would be to know character intentions and whether or not they're selfish.... it's too vague and wish-washy, I would think. Not enough concrete system, too much interpretation and room for argument.

But I could always be horribly wrong.

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On 5/5/2005 at 2:09pm, Troy_Costisick wrote:
RE: Destiny and the Universal Character

Heya,

killacozzy wrote: I only worry that giving vague explanations of possible Fate point expenditures would lead to a lot of abuse by a GM who wanted to tell his story. I'm all about cooperative play, too, but if you give players concrete rules and then give the GM a vague, interpretive system and a screen to hide behind, it only seems like a timebomb.


-You cannot plan how each and every group will interact with your game. There is no way to predict how each unique individual will play your game. If some GM chooses to abuse the players, what can you do about it? There is no system in the world that is foolproof in that matter.

-So, just design a rules set explaining how the game is suposed to be played and have faith in the players to trust you as the designer. As Ralph is saying, don't worry about preconceptions like "The GM is always out to screw the players" because it just isn't true.

Peace,

-Troy

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On 5/5/2005 at 2:19pm, Valamir wrote:
RE: Destiny and the Universal Character

killacozzy wrote: I only worry that giving vague explanations of possible Fate point expenditures would lead to a lot of abuse by a GM who wanted to tell his story. I'm all about cooperative play, too, but if you give players concrete rules and then give the GM a vague, interpretive system and a screen to hide behind, it only seems like a timebomb.


I'm not sure I understand your concern. If you worry that there is a disparity between giving players concrete rules and giving the GM vague interpretive rules...I don't necessarily disagree. So why isn't the solution to simply give the GM equally concrete rules? If you think he needs them...write some...I mean isn't that what a designer's job is?

Seems to me you're jumping at shadows. Write the rules, then PLAY. Speculating about what might or might not be a time bomb is a good and productive exercise...right up to the point where you start to hit analysis paralysis. From my perspective you've got more than enough good (i.e. potentially good) ideas to draft a play test document and see how it actually works in play...which is the ultimate litmus test for any design.


If not for worries about how the game would play, I'd altogether scrap rules in favor of descriptions and cooperative play. But the fact is that rules exist within these games to give a system of conflict resolution. And even if conflicts within the game are solved, there's still diverging views on the story itself, which is why most games seem to give the GM omnipotence. Unfoftunately, that power does no good without omniscience as well.... but that's another topic altogether.


See that's another of those prevalent preconceptions I'm trying to warn you about.

This idea breaks down to: 1) The ultimate best way to generate good stories is free form coop play. 2) BUT people can't get along. 3) SO you need rules to play referee

But its demonstratably false. Its wrong. Its not true. None of it.

Freeform is NOT the ideal for producing quality output, and the purpose of rules is NOT simply to play referee. Not true. You will produce much more effective game designs if you erase that entire notion from your brain.

The purpose of rules is to facilitate the creation and manipulation of the shared imaginary space in which game play occurs. That's what rules do. And rules (good ones) can do it BETTER than free form even when they have little to do with "objective refereeing". (Note if there's anyone who wants to comment specifically on the validity of this point, please take it to a new thread).

Reread my point above about rules as communication tools. THAT'S the most valuable insight I can give you about game design, period. Imagine players talking to each other using words to get their point across...not hard to do, we've all seen that. THEN imagine players talking to each other using game mechanics to get their point across. THAT'S what rules do. If you're not sure what I mean by that, then I recommend some research:

Start with Riddle of Steel (Spiritual Attributes), and Burning Wheel (Artha and Bits) as traditional seeming games with specific mechanics designed NOT to simulate character (no matter how much it might look like that what Bits are, its an illusion). Rather those rules are designed to facilitate communication between players.

If you want to get more exotic check out Sorcerer (Humanity). Humanity is the ultimate example of a game mechanic that has zero representative value whatsoever and is completely about player to player signalling.

More exotic yet try Prime Time Adventure or My Life With Master for examples of rules whose sole function is for players to talk to each other without words.

Check out the entire resolution system from Dogs in the Vineyard where the rules do zero to prevent "abuse". I can win every single conflict I'm in (almost guarenteed)...IF I'm willing to escalate to violence and killing. Thus, my choices as a player in how I elect to use the mechanics serve the function of revealing just how far my character is willing to go. When the other players see what I'm willing to do (i.e. what dice I'm willing to roll) to get what I want...they get a definite window into the soul of my character without me needing to say a word. All done by mechanics.

I'm not saying be exotic and bleeding edge. Go ahead and make a traditionally structured game if you want. But write the rules based on what information can be conveyed by when and how the players choose or don't choose to use the rules.


I actually doubt this system myself mostly because it punishes the character on a 1:1 ratio every time Destiny is called upon.... and I'm beginning to lose sight of what Fate even represented.... I guess I only wanted to prevent someone from calling on Fate every roll—abuse of the bonus. But since this is placing limits on players, you think it should be scrapped?


Punish? PUNISH? Duuude. This is so exactly what I'm talking about. Please understand that what I'm about to say I intend completely in the spirit of constructive criticism and I'm not trying to be snarky or insulting.

If you think for a SECOND that the GM's use of Fate as I outlined above has anything to do with PUNISHMENT, you've got a LONG way to go before my suggestions start making sense to you.

Do you remember the story of Briar Rabbit? "Kick me, beat me, set me on fire, but please Please PLEASE don't throw me in the Briar Patch..." When all along the Briar Patch is EXACTLY where the rabbit wanted to be...

Think of your players as the rabbit and the GM's use of Fate (in my outline above) as the Briar Patch.

Punishment? Au Contraire my friend. When the GM uses Fate...he's giving the players EXACTLY what they really want. Every Use of Destiny by the Players GIVING the GM Fate to use is the player screaming "please don't throw me in the Briar Patch". If the GM doesn't listen, the player just keeps using Destiny giving him more and more Fate..."Please PLEASE don't throw me in the Briar Patch".

Of course just like the rabbit, that Briar Patch is EXACTLY where the players want to be, and the GM spending Fate is exactly how they get there.

Think about that. The entire Destiny Mechanic outline I gave above (and it's only a draft outline not a complete mechanic) is predicated on understanding this.

Message 15270#163627

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