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5E Character Backgrounds and the Overall Plot
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<blockquote data-quote="efreund" data-source="post: 7149554" data-attributes="member: 6799797"><p>The Zeitgeist campaign encourages investigation and RP. The Eschatologist theme especially is concerned with philosophy.</p><p></p><p>If you're comfortable with a new-school-style of blending RP with mechanics, consider the following:</p><p>Hubris will be the world's undoing, and you seek to understand its mysteries before it does. Your solemn quest is to expose others' hubris for what it is. If you can expose another's hubris (for example, in the pre-battle philosophy-slam-down; or perhaps as part of witty-repartee during the combat) you can remove one of that opponent's defenses. Err on the side of removing exotic "hubristic" defenses (e.g. fast healing, damage reduction, energy immunities, half-damage due to incorporeal, etc.), but if nothing applies, you can always drop AC by 3 or so. You can also use this to neuter particular exotic ("hubristic") attacks, but only in a narrow fashion: for example, MacBannon's curses may allow a save every round to undo.</p><p></p><p>What counts as exposing another's hubris? Well, that's super-subjective on your part. As GM, make sure to "lead the horse to water" on this one, and start off by throwing some softballs at the PC, so they understand how you intend to use the mechanic. Also, don't jump straight into combat, and give the PC a chance to talk. My recommendation is *not* to tie this to any die-roll (Diplomacy, Religion, etc.) and keep this purely in the realm of roleplay. Let them solve the RP!</p><p></p><p>Alternatively, if you're <strong>really </strong>daring and new-school, you can let the PC "assign" hubris to a NPC, by inventing a new narrative quality and having it stick. For example, let's say the PC is up against Sijhen, and the PC decides that Sijhen's hubris is that he thinks he can eat brains forever and never suffer for his gluttony. (I'm deliberately picking an example that isn't really supported by the written adventure (I know Sijhen is more pride/wrath than he is gluttony), because more often than not, your PC will come up with random stuff like this.) The PC can then spend his once-per-session (once-per-adventure?) ability and apply the "bloated on brains" attribute to Sijhen, which he [the PC] gets to make up the results (maybe DEX score -2, and -10 feet movement?). You'd have to have a lot of PC-GM trust to go this way.</p></blockquote><p></p>
[QUOTE="efreund, post: 7149554, member: 6799797"] The Zeitgeist campaign encourages investigation and RP. The Eschatologist theme especially is concerned with philosophy. If you're comfortable with a new-school-style of blending RP with mechanics, consider the following: Hubris will be the world's undoing, and you seek to understand its mysteries before it does. Your solemn quest is to expose others' hubris for what it is. If you can expose another's hubris (for example, in the pre-battle philosophy-slam-down; or perhaps as part of witty-repartee during the combat) you can remove one of that opponent's defenses. Err on the side of removing exotic "hubristic" defenses (e.g. fast healing, damage reduction, energy immunities, half-damage due to incorporeal, etc.), but if nothing applies, you can always drop AC by 3 or so. You can also use this to neuter particular exotic ("hubristic") attacks, but only in a narrow fashion: for example, MacBannon's curses may allow a save every round to undo. What counts as exposing another's hubris? Well, that's super-subjective on your part. As GM, make sure to "lead the horse to water" on this one, and start off by throwing some softballs at the PC, so they understand how you intend to use the mechanic. Also, don't jump straight into combat, and give the PC a chance to talk. My recommendation is *not* to tie this to any die-roll (Diplomacy, Religion, etc.) and keep this purely in the realm of roleplay. Let them solve the RP! Alternatively, if you're [B]really [/B]daring and new-school, you can let the PC "assign" hubris to a NPC, by inventing a new narrative quality and having it stick. For example, let's say the PC is up against Sijhen, and the PC decides that Sijhen's hubris is that he thinks he can eat brains forever and never suffer for his gluttony. (I'm deliberately picking an example that isn't really supported by the written adventure (I know Sijhen is more pride/wrath than he is gluttony), because more often than not, your PC will come up with random stuff like this.) The PC can then spend his once-per-session (once-per-adventure?) ability and apply the "bloated on brains" attribute to Sijhen, which he [the PC] gets to make up the results (maybe DEX score -2, and -10 feet movement?). You'd have to have a lot of PC-GM trust to go this way. [/QUOTE]
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