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Ideas for Improving Inspiration
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<blockquote data-quote="Guest 6801328" data-source="post: 7512991"><p>If I'm reading this correctly, one of your complaints about Inspiration is that you get it for, say, roleplaying your character, and then 10 minutes later you get to spend it on, say, an attack. And it can be a pretty tall order to connect the two in the fiction. It's pretty weak (and just uninteresting) to say, "Um....I think back to how it felt when I let my greedy side get the better of me, and it makes me angry so I channel all that anger into my swing..." </p><p></p><p>I get that. I'm not disagreeing.</p><p></p><p>I also just don't care. I don't see that as a flaw of Inspiration, party because I don't really hold as a goal for RPG design the elimination of mechanics that are hard to explain within the fiction. I really enjoy storytelling and roleplaying, and I also really enjoy the tactical metagame. A game that combines both is better than a game that is exclusively one or the other.</p><p></p><p>If the carrot of having a free re-roll in your pocket for emergencies helps induce players to do more roleplaying I think that's good. </p><p></p><p>Again, not that I think Inspiration as it is currently implemented is great design, as evidenced by the number of people who forget to use it.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7512991"] If I'm reading this correctly, one of your complaints about Inspiration is that you get it for, say, roleplaying your character, and then 10 minutes later you get to spend it on, say, an attack. And it can be a pretty tall order to connect the two in the fiction. It's pretty weak (and just uninteresting) to say, "Um....I think back to how it felt when I let my greedy side get the better of me, and it makes me angry so I channel all that anger into my swing..." I get that. I'm not disagreeing. I also just don't care. I don't see that as a flaw of Inspiration, party because I don't really hold as a goal for RPG design the elimination of mechanics that are hard to explain within the fiction. I really enjoy storytelling and roleplaying, and I also really enjoy the tactical metagame. A game that combines both is better than a game that is exclusively one or the other. If the carrot of having a free re-roll in your pocket for emergencies helps induce players to do more roleplaying I think that's good. Again, not that I think Inspiration as it is currently implemented is great design, as evidenced by the number of people who forget to use it. [/QUOTE]
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