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Mechanics that support what you want as a Player to feel like you matter
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<blockquote data-quote="Sacrosanct" data-source="post: 9216331" data-attributes="member: 15700"><p>There are a couple threads floating around about what matters to you as a player, what you want to be able to do as a PC in the game, and what your expectations are while playing. Rather than hijack one of those threads (to be honest, I'm not sure which one would fit this topic best anyway), I wanted to create this post and narrow the scope. That is, I want to talk about mechanics in the game that support what you're (general you) are asking for in those other threads. Specific examples from other games would be helpful. </p><p></p><p>Based on those threads, a common theme is:</p><ul> <li data-xf-list-type="ul">I want my PCs to be able to impact the game from level 1 to end game.</li> <li data-xf-list-type="ul">I want to have some agency to change the narrative</li> <li data-xf-list-type="ul">I want to be competent</li> </ul><p></p><p>So what does that look like, mechanically? I will admit my blinders straight away. I started in 1981, so I very much grew up with "If you want your PC to matter, that's based on what you do in game, not any specific mechanic. At low level you save the inn or drive away the monsters in the caves, giving you a great reputation at the local town. At mid levels you defeat the slavers and gain rewards from the local king or queen, including keeps that you control. At higher levels you save the realm. Your interactions are based on role-playing. Etc. etc. While I think that is still very much true, my understanding is what people are asking for goes beyond that.</p><p></p><p>Ideally, every game will make PCs feel competent unless the game is designed to not do that (like some horror games). That, and everyone feels differently as to what is "competent". So we'll set aside that and assume that the core rules will be balanced to accomplish that goal.</p><p></p><p><strong>What does that leave us?</strong></p><p></p><p>For me, the simple solution is something like Fate points, or Heroic Points. Is that the answer? You earn these points from varying things you do in the game, and spend them to reroll die rolls, adjust NPC reactions, alter the narrative a bit, etc? Are there other solutions you're looking for?</p><p></p><p>Would a table or chart that gives guidelines on "This is the task you completed, and here are some suggestions on how that benefits the PCs" be helpful? Something like:</p><p></p><p><em>Cleared out rats from Inn</em>: Innkeeper give you free room and board for X time, patrons are thankful</p><p><em>Defeated monsters from caves of chaos</em>: Castellan offers to send a contingent to build your party a small outpost or fort and appoint you stewards of the land you cleared.</p><p><em>Twarted evil cabal from destroying the realm/nation:</em> Heralded as heroes, access to top level circles, granted tracts of land and keeps. Every ruler seeks your allyship, defeated enemies seek revenge</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9216331, member: 15700"] There are a couple threads floating around about what matters to you as a player, what you want to be able to do as a PC in the game, and what your expectations are while playing. Rather than hijack one of those threads (to be honest, I'm not sure which one would fit this topic best anyway), I wanted to create this post and narrow the scope. That is, I want to talk about mechanics in the game that support what you're (general you) are asking for in those other threads. Specific examples from other games would be helpful. Based on those threads, a common theme is: [LIST] [*]I want my PCs to be able to impact the game from level 1 to end game. [*]I want to have some agency to change the narrative [*]I want to be competent [/LIST] So what does that look like, mechanically? I will admit my blinders straight away. I started in 1981, so I very much grew up with "If you want your PC to matter, that's based on what you do in game, not any specific mechanic. At low level you save the inn or drive away the monsters in the caves, giving you a great reputation at the local town. At mid levels you defeat the slavers and gain rewards from the local king or queen, including keeps that you control. At higher levels you save the realm. Your interactions are based on role-playing. Etc. etc. While I think that is still very much true, my understanding is what people are asking for goes beyond that. Ideally, every game will make PCs feel competent unless the game is designed to not do that (like some horror games). That, and everyone feels differently as to what is "competent". So we'll set aside that and assume that the core rules will be balanced to accomplish that goal. [B]What does that leave us?[/B] For me, the simple solution is something like Fate points, or Heroic Points. Is that the answer? You earn these points from varying things you do in the game, and spend them to reroll die rolls, adjust NPC reactions, alter the narrative a bit, etc? Are there other solutions you're looking for? Would a table or chart that gives guidelines on "This is the task you completed, and here are some suggestions on how that benefits the PCs" be helpful? Something like: [I]Cleared out rats from Inn[/I]: Innkeeper give you free room and board for X time, patrons are thankful [I]Defeated monsters from caves of chaos[/I]: Castellan offers to send a contingent to build your party a small outpost or fort and appoint you stewards of the land you cleared. [I]Twarted evil cabal from destroying the realm/nation:[/I] Heralded as heroes, access to top level circles, granted tracts of land and keeps. Every ruler seeks your allyship, defeated enemies seek revenge [/QUOTE]
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