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Ideas for Improving Inspiration
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<blockquote data-quote="Blue" data-source="post: 7514241" data-attributes="member: 20564"><p>Okay, while I am not of the "Inspiration is borked" train, in the spirit of the thread I'll make suggestions on how to make it better.</p><p></p><p>First, I would make it that <em>spending</em> Inspiration needs to be linked to one of your traits. So you gain it as below, but it can be against any of your traits, positive or negative, that you need to narrate out the use of it.</p><p></p><p>Second, five traits per PC is a lot to keep track of. While FATE often has five Aspects, they replace a bunch of other mechanics that 5e has, and even then are often put up on index cards or other play aids. So I'd suggest less traits that gain points.</p><p></p><p>Thirdly, the nature of the five that 5e picked has the possibility to be gamed by players who write overly broad positive traits. Instead I would suggest Inspiration only comes from negative traits. If a player wants to write them wide so they come up a lot - and mess up the characters a lot - that's just as valid as writing them narrow and definitive.</p><p></p><p>I'd like to see negative ones in two parts - general ones that define how I can act against my own best interests, and interpersonal traits that can cause consensual drama between characters (as opposed to drama between players which isn't as fun).</p><p></p><p>An example of the later comes from a blog post by Rob Donoghue, co-creator of FATE, talking about how to adapt PbtA bonds into more open-ended ones for a rotating cast. But that method also opens them up for interactions with NPCs and makes a nifty way of describing interpersonal flaws. His examples are:</p><p></p><p>Gullible – Tell me a lie I believe</p><p>Liar – Believe and act on a lie I’ve told you</p><p>Righteous – Offer me an easier solution I must refuse on principle.</p><p>Outsider – Refuse my aid because I’m different</p><p>Leader – Allow me to make a decision so you can criticize it.</p><p>Heroic – Let me keep you from going first into danger so I can go myself</p><p></p><p>Just some examples, you would come up with your own. But they would need to be specifically actionable.</p><p></p><p>Interpersonal ones like these would grant inspiration to BOTH parties involved. So the rogue offering to torture the prisoners for information that gets opposed by the Righteous paladin would gain them both Inspiration.</p></blockquote><p></p>
[QUOTE="Blue, post: 7514241, member: 20564"] Okay, while I am not of the "Inspiration is borked" train, in the spirit of the thread I'll make suggestions on how to make it better. First, I would make it that [I]spending[/I] Inspiration needs to be linked to one of your traits. So you gain it as below, but it can be against any of your traits, positive or negative, that you need to narrate out the use of it. Second, five traits per PC is a lot to keep track of. While FATE often has five Aspects, they replace a bunch of other mechanics that 5e has, and even then are often put up on index cards or other play aids. So I'd suggest less traits that gain points. Thirdly, the nature of the five that 5e picked has the possibility to be gamed by players who write overly broad positive traits. Instead I would suggest Inspiration only comes from negative traits. If a player wants to write them wide so they come up a lot - and mess up the characters a lot - that's just as valid as writing them narrow and definitive. I'd like to see negative ones in two parts - general ones that define how I can act against my own best interests, and interpersonal traits that can cause consensual drama between characters (as opposed to drama between players which isn't as fun). An example of the later comes from a blog post by Rob Donoghue, co-creator of FATE, talking about how to adapt PbtA bonds into more open-ended ones for a rotating cast. But that method also opens them up for interactions with NPCs and makes a nifty way of describing interpersonal flaws. His examples are: Gullible – Tell me a lie I believe Liar – Believe and act on a lie I’ve told you Righteous – Offer me an easier solution I must refuse on principle. Outsider – Refuse my aid because I’m different Leader – Allow me to make a decision so you can criticize it. Heroic – Let me keep you from going first into danger so I can go myself Just some examples, you would come up with your own. But they would need to be specifically actionable. Interpersonal ones like these would grant inspiration to BOTH parties involved. So the rogue offering to torture the prisoners for information that gets opposed by the Righteous paladin would gain them both Inspiration. [/QUOTE]
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