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General Tabletop Discussion
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Ideas for Improving Inspiration
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<blockquote data-quote="Aldarc" data-source="post: 7512342" data-attributes="member: 5142"><p>I have had this debate regarding Inspiration elsewhere. It's telling that there is an undercurrent tone of "Inspiration is fine, but here is how to fix it" that runs here and in the original thread that spawned this one. There seems to be a consensus that it needs revision to work properly. </p><p></p><p>Money is advantage in my pocket, but my laundry demonstrates to me that sometimes you perpetually forget what advantages you had in your pockets. Sometimes when things are out-of-sight and lack significant weight or bulk, they are easily forgotten in your pockets. </p><p></p><p>IME, groups forget about Inspiration because it is tangential to the core gameplay experience of 5e. </p><p></p><p>I have played a number of Fate games with my players, and I have played numerous games of D&D 5e with the same group. They can effortlessly remember Fate points and Aspect mechanics, but Inspiration is plumb forgetable. The principle difference lies in how the players engage those mechanics. Inspiration is literally a "background" mechanic, while Fate points are fundamentally a "foreground" mechanic that involve the player constantly engaging their character concept and the narrative via Aspects. You can easily play 5e D&D without engaging the Inspiration mechanic. It is far more difficult to do the same with Fate and its Fate point economy. </p><p></p><p>This is important. There are numerous means for players to gain Advantage, including through GM fiat. This sidelines the uniqueness of the benefits that Inspiration confers. If there are more reliable methods of gaining advantage than through Inspiration, especially if they fall into the realm of player-agency, then players will favor those methods over others (i.e., Inspiration).</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7512342, member: 5142"] I have had this debate regarding Inspiration elsewhere. It's telling that there is an undercurrent tone of "Inspiration is fine, but here is how to fix it" that runs here and in the original thread that spawned this one. There seems to be a consensus that it needs revision to work properly. Money is advantage in my pocket, but my laundry demonstrates to me that sometimes you perpetually forget what advantages you had in your pockets. Sometimes when things are out-of-sight and lack significant weight or bulk, they are easily forgotten in your pockets. IME, groups forget about Inspiration because it is tangential to the core gameplay experience of 5e. I have played a number of Fate games with my players, and I have played numerous games of D&D 5e with the same group. They can effortlessly remember Fate points and Aspect mechanics, but Inspiration is plumb forgetable. The principle difference lies in how the players engage those mechanics. Inspiration is literally a "background" mechanic, while Fate points are fundamentally a "foreground" mechanic that involve the player constantly engaging their character concept and the narrative via Aspects. You can easily play 5e D&D without engaging the Inspiration mechanic. It is far more difficult to do the same with Fate and its Fate point economy. This is important. There are numerous means for players to gain Advantage, including through GM fiat. This sidelines the uniqueness of the benefits that Inspiration confers. If there are more reliable methods of gaining advantage than through Inspiration, especially if they fall into the realm of player-agency, then players will favor those methods over others (i.e., Inspiration). [/QUOTE]
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