Keys (ala Lady Blackbird)

77IM

Explorer!!!
Supporter
I have just uploaded Keys (ala Lady Blackbird) to the downloads area.

One of my favorite parts of Lady Blackbird was the "Keys" system. It was the first personality mechanic I ever saw that didn't suck. I think there were several reasons for this: the keys were fairly specific instead of maddeningly vague; they triggered off of actual events in-game instead of internal monologue; and they had these cool buyoff conditions so that you weren't locked in to a personality mechanic you didn't like but you couldn't just change your personality any time you wanted, either.

And I've been frustrated by D&D 5e's "characteristics" system (traits, bonds, ideals, flaws). Each character has 5 traits so in a group of 4 that's 20 different characteristics that the DM has to watch out for. And the characteristics vary between obvious and significant, to small things that you role-play continuously. So the characteristics may have some value in helping people role-play but I don't think they're super useful as a way to hand out inspiration.

So I tried to port the Keys to D&D, by stealing ideas from the Blackbird Companion, Savage Worlds, and of course the characteristics in chapter 5. My emphasis was on keys that had a fairly clear trigger; that would relate to meaningful events in the game; that would occur often enough to be worth considering; and that fit the D&D genre (by which I mean, I tried to think back to the kinds of stuff I've seen players do to portray their characters). There's some trade-off between these things. Like Key of the Wilds won't happen very often, so the standard for "meaningfulness" is lowered to compensate; but I included it because I've seen so many players do this instinctively as an easy way of role-playing.

I really want to use Keys as an alternate XP system, but I included this only as an optional variant because it's so different from the default assumptions of D&D. These XP numbers (actually, all the numbers in the document) are pretty wild guesses. Using keys for madness, and demonic madness, is also not as satisfying as I'd like. I considered a single Key of Madness but that seemed like a weak option too. I also struggled to create a Key of Law, Key of Chaos and Key of Neutrality -- since these are classic D&D personality mechanics -- but they are such broad concepts I couldn't figure out how to phrase them (which may be why they've always been so contentious).

This is very much a work-in-progress so please let me know if you have any feedback or suggestions!

You can find the file here in the downloads section. Please use this thread for comments.
 
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Blue

Ravenous Bugblatter Beast of Traal
I like these a lot!

For players who don't get into the spirit of it, they might pick a key the opposite of what they want just so they can buy it off and give everyone inspiration. This doesn't work well over the long term since you can't retake the same one, but I'd liek to suggest that if a player buys it off, instead of everyone getting inspiration, everyone ELSE gets inspiration.

These give carrot for following, but there is no encouragement not to stray, especially if you already have inspiration (since you can't get it more than once). Perhaps if you meet the buyoff conditions of a Key (and don't buy it off), you lose inspiration if you happen to have it. So acting with your keys gives you inspiration, acting directly against your keys will take it away.
 

Quickleaf

Legend
[MENTION=12377]77IM[/MENTION] Blackbird is terrific, and you've done a nice job on your conversions :)

However, I'm not convinced all of them would drive interesting and fun play...For example, take the Key of Greed and compare that to the 5e Greed flaw.

Key of Greed said:
Money. Treasure. Gold. Gems. Magic items. You want it. You want it all! Earn your key (gain Inspiration) whenever you gain a substantial amount of treasure. Buyoff: Give away most of your wealth.

Whereas in 5e...

Inspiration said:
Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play
out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.

I'd rule that giving into your greed to go after a treasure in a risky/dangerous situation (regardless of whether you actually gain the treasure) would merit Inspiration. IOW the mechanic is there as a player incentive, not a character one, if that makes sense.
 

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