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<blockquote data-quote="Ovinomancer" data-source="post: 8356154" data-attributes="member: 16814"><p>Well, not really, right? The player's BIFTs don't matter at all in that system, only NPC BIFTs. You can leave that space on your sheet blank and get all the use out of that system as someone more diligent.</p><p></p><p>As a player side <em>mechanic</em>, BIFTs don't do much at all. Let's lay out how they work, according to the book. You have a BIFT, and you do something during play that characterizes one of them. Cool. The GM then has to notice, meaning they have to remember what your character's BIFTs are and recognize your play as invoking one of them. They then have to think that this characterization rises to whatever arbitrary level the GM has for rewarding. The reward is to mark Inspiration, but if you already have it, then you get nothing, even if your play was amazing -- no reward unless you've spent the last one. And then you have Inspiration, which gets spent arbitrarily by the player whenever they want, and doesn't reinforce playing to BIFTs when used, so only the lack of Inspiration actually encourages playing to BIFTs.</p><p></p><p>Most people that really like this system have changed it in some way, usually allowing fellow players to reward, or stocking Inspiration, or letting the players claim it on their own. And/or they change Inspiration to be a reroll-after-the-fact, or stackable, or have to be immediately used in the same action that earned it. These do more work to letting the system do something, but still isn't terribly strong.</p><p></p><p>BIFTs RAW are kludgey, don't really do much, and really just add to GM overhead. Most houserules address the don't do much bit, kinda, or take it out of the GM overhead, or both.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8356154, member: 16814"] Well, not really, right? The player's BIFTs don't matter at all in that system, only NPC BIFTs. You can leave that space on your sheet blank and get all the use out of that system as someone more diligent. As a player side [I]mechanic[/I], BIFTs don't do much at all. Let's lay out how they work, according to the book. You have a BIFT, and you do something during play that characterizes one of them. Cool. The GM then has to notice, meaning they have to remember what your character's BIFTs are and recognize your play as invoking one of them. They then have to think that this characterization rises to whatever arbitrary level the GM has for rewarding. The reward is to mark Inspiration, but if you already have it, then you get nothing, even if your play was amazing -- no reward unless you've spent the last one. And then you have Inspiration, which gets spent arbitrarily by the player whenever they want, and doesn't reinforce playing to BIFTs when used, so only the lack of Inspiration actually encourages playing to BIFTs. Most people that really like this system have changed it in some way, usually allowing fellow players to reward, or stocking Inspiration, or letting the players claim it on their own. And/or they change Inspiration to be a reroll-after-the-fact, or stackable, or have to be immediately used in the same action that earned it. These do more work to letting the system do something, but still isn't terribly strong. BIFTs RAW are kludgey, don't really do much, and really just add to GM overhead. Most houserules address the don't do much bit, kinda, or take it out of the GM overhead, or both. [/QUOTE]
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