Here's an expanded and cleaned up take and also an accompanying relationship mechanic (also Blades inspired).I like it. Ut is simple, which fits the SD paradigm, but still offers some variation.
Yoink.
Here's an expanded and cleaned up take and also an accompanying relationship mechanic (also Blades inspired).I like it. Ut is simple, which fits the SD paradigm, but still offers some variation.
Yoink.
I've thought about this one, though worried that it would devalue the results on the Carousing table which give the character a luck token. Do you do anything in place of that?PCs start each session with a luck token. I always forget to award them during play, and this makes one less thing to track between sessions.
I think the luck token economy is an underexplored facet of SD play. CS3 does a great job leveraging it for all kinds of cool character stuff.I've thought about this one, though worried that it would devalue the results on the Carousing table which give the character a luck token. Do you do anything in place of that?
It is also a super easy way to move the game along the survival horror to heroism continuum, along with max, average or rolled HP. Give PCs a lot of luck, even letting them hold 3 at a time, and you brighten the game significantly.I think the luck token economy is an underexplored facet of SD play. CS3 does a great job leveraging it for all kinds of cool character stuff.
I have a yen to power cool class features with it, although I'm not sure how I want to do that. You could add some sooper-dooper stuff if you had to spend a luck token to use it.It is also a super easy way to move the game along the survival horror to heroism continuum, along with max, average or rolled HP. Give PCs a lot of luck, even letting them hold 3 at a time, and you brighten the game significantly.
Hell, I bet you could find a way to make Fear and Hope work in SD pretty easily.I have a yen to power cool class features with it, although I'm not sure how I want to do that. You could add some sooper-dooper stuff if you had to spend a luck token to use it.
You don't need to do much (if any) design work to enhance the luck token economy and a more constant flow of tokens means all kinds of opportunities. I think that's how I'd approach some elements of supers play, for example.Hell, I bet you could find a way to make Fear and Hope work in SD pretty easily.
The two pillars of the game design I am working on now are non-binary roll results and a back and forth flow of GM and player metacurrency. The latter is something I add to nearly every game I run.You don't need to do much (if any) design work to enhance the luck token economy and a more constant flow of tokens means all kinds of opportunities. I think that's how I'd approach some elements of supers play, for example.
The Glass Cannon Network, which is otherwise playing a very grim campaign set in the Gloaming, also let everyone carry multiple luck tokens (a carryover from how they run their other actual plays) and it's definitely made the player characters a lot less squishy, although I would still say the PCs' best choice would be to leave the region ASAP.It is also a super easy way to move the game along the survival horror to heroism continuum, along with max, average or rolled HP. Give PCs a lot of luck, even letting them hold 3 at a time, and you brighten the game significantly.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.