abirdcall
(she/her)
I love the tweak that was made to heroic inspiration in 2024.
I've also always loved alignment throughout the editions. For me it is a handy way to help me conceptualize a character, esp. one that doesn't fit what I consider to be in line with my personal alignment (so that I can be reminded to think of situations differently). I also love the Great Wheel cosmology and it relies on alignments. We just started a Planescape game so I asked the players to tell me their PC's alignments so they will have thought of them. I feel like it will could give them a better affinity or comfort with certain planes.
All that said, I don't like your proposed system. And the reason is that it is too loose. I had a problem awarding inspiration in 2014 because of that. A couple things I tried was asking players when they were acting toward their traits and that was too hard. So we switched to acting in line with their backgrounds like BG3 but that came up too seldom and felt forced.
I really like the current system of something brave or something that makes the whole table laugh or be entertained. Feels good to get a mechanical award for that.
I do like the idea of the system of acting either towards their ideals when it doesn't benefit them or indulging in a vice that could get them in trouble. Though...that is basically just the old acting according to ideal and flaw. It is either too vague and so seldom comes up or it will be too easy to get heroic inspiration every scene.
I feel like WoD games really lend themselves to those mechanics to help create the drama while in D&D the drama is happening all the time anyway with the structure of the game.
You could make it work though if you really spent some time on it in session 0. Come up with an ideal that involves courses of action that could get them in trouble. Having a flaw that is significant enough to matter would be something I might work into a Ravenloft game but seems out of theme with typical D&D.
Ultimately what I think I'm going to do is start with the PC bravery and player entertainment bits and then possibly work in playing to character even when the player knows it isn't the best choice as developed during the game. So it isn't something they write down at the beginning but a trait the whole table starts associating with that character that makes them stand out.
Unfortunately for you, I just don't think the game is built around the concept and so it is difficult or maybe even impossible to codify in a satisfying way without making huge redesigns. BG3 makes it work well but it is all programmed in and options are specifically provided to have it take effect. That is way too much work for me to think about doing.
I've also always loved alignment throughout the editions. For me it is a handy way to help me conceptualize a character, esp. one that doesn't fit what I consider to be in line with my personal alignment (so that I can be reminded to think of situations differently). I also love the Great Wheel cosmology and it relies on alignments. We just started a Planescape game so I asked the players to tell me their PC's alignments so they will have thought of them. I feel like it will could give them a better affinity or comfort with certain planes.
All that said, I don't like your proposed system. And the reason is that it is too loose. I had a problem awarding inspiration in 2014 because of that. A couple things I tried was asking players when they were acting toward their traits and that was too hard. So we switched to acting in line with their backgrounds like BG3 but that came up too seldom and felt forced.
I really like the current system of something brave or something that makes the whole table laugh or be entertained. Feels good to get a mechanical award for that.
I do like the idea of the system of acting either towards their ideals when it doesn't benefit them or indulging in a vice that could get them in trouble. Though...that is basically just the old acting according to ideal and flaw. It is either too vague and so seldom comes up or it will be too easy to get heroic inspiration every scene.
I feel like WoD games really lend themselves to those mechanics to help create the drama while in D&D the drama is happening all the time anyway with the structure of the game.
You could make it work though if you really spent some time on it in session 0. Come up with an ideal that involves courses of action that could get them in trouble. Having a flaw that is significant enough to matter would be something I might work into a Ravenloft game but seems out of theme with typical D&D.
Ultimately what I think I'm going to do is start with the PC bravery and player entertainment bits and then possibly work in playing to character even when the player knows it isn't the best choice as developed during the game. So it isn't something they write down at the beginning but a trait the whole table starts associating with that character that makes them stand out.
Unfortunately for you, I just don't think the game is built around the concept and so it is difficult or maybe even impossible to codify in a satisfying way without making huge redesigns. BG3 makes it work well but it is all programmed in and options are specifically provided to have it take effect. That is way too much work for me to think about doing.