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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Fenris-77" data-source="post: 8252492" data-attributes="member: 6993955"><p>I have some thoughts about Legend and how it could be used in the game to drive the fiction. First, and this is a bit of an aside, the party in this hack isn't going to have the kind of narrative direction that a Blades gang does based on the gang's type (Assassins, Grifters etc). My thought there was to build some of that direction into the playbooks themselves. Perhaps a system where the party itself chooses what kind of approach might generate XP. Alternatively, this could be represented by an accretion of motivations from the playbooks. So each playbook could have personal XP triggers (call them inner triggers) as well as party XP triggers, so the party gains XP based on the range of characters that make it up and their collected outward motivations.</p><p></p><p>This notion that the party 'identity' is a collection of character-based ideas is what's leads me more specifically to Legend and how to approach it. Perhaps it would work to have playbook specific options that replace incarceration, which is the big problem related to Heat. So when Legend reaches a certain point, when the party has drawn enough of the gods' attention, or whomever, the characters in the party determine the nature of threat or complication that appears. I'm calling this Legendary Complications below, but there must be a cooler term than that. Perhaps Challenges, IDK.</p><p></p><p>There are a ton of ways this could be handled, but tying it directly to the characters has one immediate benefit that I really like. If you tie the complication directly to one character, perhaps whichever character has the highest current doom, you can produce consequences that are really personal not just for that character, but also for the party. Let's say, for instance, that it's the Cleric who has the highest Doom when the party's legend hits that tier. The Cleric playbook contains Cleric specific Legend consequences or threats, which could (and probably should) be tied not only to the playbook, but also to some character specific choices about background or whatever. This gives the Cleric a real spotlight moment and I think really drives home the idea that the growing legend has personal consequences. Let's be general and say that these Legendary problems will involve significant threats, threats at the high end of what the party can deal with. It might be appropriate to also offer some significant benefit for overcoming them. So each playbook could have, along with Legendary problems, also have a selection of abilities/gear/whatever that are only gained through those Legendary complications.</p><p></p><p>Stepping back to mechanics for a second. lets say we call the successful resolution of a Legendary complication a 'Legendary Deed'. This would provide a mechanic to spread that spotlight around, in that Legendary complications could be assigned based on highest current doom paired with lowest current Deeds. Essentially every party member gets a kick at the can before anyone gets a second one. (I realize that this doesn't account for failed legendary complications, but I hadn't figured that bit out yet).</p><p></p><p>Stepping back yet another level, this would mean the game has two core axis of conflict. First are the conflicts the party chooses to engage in, both in terms of adventure but also the faction game. Second would be their growing Legend, which is trouble that comes to find them. If the second is tied to previous party actions and the specific characters I think this does a good job modelling the actions have consequences idea at the level of setting.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8252492, member: 6993955"] I have some thoughts about Legend and how it could be used in the game to drive the fiction. First, and this is a bit of an aside, the party in this hack isn't going to have the kind of narrative direction that a Blades gang does based on the gang's type (Assassins, Grifters etc). My thought there was to build some of that direction into the playbooks themselves. Perhaps a system where the party itself chooses what kind of approach might generate XP. Alternatively, this could be represented by an accretion of motivations from the playbooks. So each playbook could have personal XP triggers (call them inner triggers) as well as party XP triggers, so the party gains XP based on the range of characters that make it up and their collected outward motivations. This notion that the party 'identity' is a collection of character-based ideas is what's leads me more specifically to Legend and how to approach it. Perhaps it would work to have playbook specific options that replace incarceration, which is the big problem related to Heat. So when Legend reaches a certain point, when the party has drawn enough of the gods' attention, or whomever, the characters in the party determine the nature of threat or complication that appears. I'm calling this Legendary Complications below, but there must be a cooler term than that. Perhaps Challenges, IDK. There are a ton of ways this could be handled, but tying it directly to the characters has one immediate benefit that I really like. If you tie the complication directly to one character, perhaps whichever character has the highest current doom, you can produce consequences that are really personal not just for that character, but also for the party. Let's say, for instance, that it's the Cleric who has the highest Doom when the party's legend hits that tier. The Cleric playbook contains Cleric specific Legend consequences or threats, which could (and probably should) be tied not only to the playbook, but also to some character specific choices about background or whatever. This gives the Cleric a real spotlight moment and I think really drives home the idea that the growing legend has personal consequences. Let's be general and say that these Legendary problems will involve significant threats, threats at the high end of what the party can deal with. It might be appropriate to also offer some significant benefit for overcoming them. So each playbook could have, along with Legendary problems, also have a selection of abilities/gear/whatever that are only gained through those Legendary complications. Stepping back to mechanics for a second. lets say we call the successful resolution of a Legendary complication a 'Legendary Deed'. This would provide a mechanic to spread that spotlight around, in that Legendary complications could be assigned based on highest current doom paired with lowest current Deeds. Essentially every party member gets a kick at the can before anyone gets a second one. (I realize that this doesn't account for failed legendary complications, but I hadn't figured that bit out yet). Stepping back yet another level, this would mean the game has two core axis of conflict. First are the conflicts the party chooses to engage in, both in terms of adventure but also the faction game. Second would be their growing Legend, which is trouble that comes to find them. If the second is tied to previous party actions and the specific characters I think this does a good job modelling the actions have consequences idea at the level of setting. [/QUOTE]
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