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General Tabletop Discussion
*Dungeons & Dragons
Gaining Inspiration through a ritual (House Rule)
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<blockquote data-quote="Stormonu" data-source="post: 9168246" data-attributes="member: 52734"><p>I'm not much for the ritual, but for my games I've made it the player's responsibility for getting inspiration. Basically, if a character chooses to invoke their character's flaw (requiring automatic failure at whatever they were attempting to do in a way that relates to the flaw), they get inspiration. They're more like story points though - they can trade them in for an automatic success or make a story alteration (within reason) if they frame it in how the success relates to their ideal or bond.</p><p> I find it's a way to get players to throw in backstory or otherwise develop their character in a fun way and offloading a little bit of mechanics off onto to the players in a way they get some creative control over the campaign.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9168246, member: 52734"] I'm not much for the ritual, but for my games I've made it the player's responsibility for getting inspiration. Basically, if a character chooses to invoke their character's flaw (requiring automatic failure at whatever they were attempting to do in a way that relates to the flaw), they get inspiration. They're more like story points though - they can trade them in for an automatic success or make a story alteration (within reason) if they frame it in how the success relates to their ideal or bond. I find it's a way to get players to throw in backstory or otherwise develop their character in a fun way and offloading a little bit of mechanics off onto to the players in a way they get some creative control over the campaign. [/QUOTE]
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Gaining Inspiration through a ritual (House Rule)
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