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The Fiddly Bits (That Still Get My Newer Players)
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<blockquote data-quote="DEFCON 1" data-source="post: 7556227" data-attributes="member: 7006"><p>When I had all the PCs select the full suite of normal personality traits (Traits, Ideals, Bonds and Flaws) during the very first 5E campaign I ran, we had a hard time using Inspiration because they either were just so wishy-washy we forgot about when they might come up, or there were just too many to keep track of.</p><p></p><p>For my last two campaigns I switched over to 7th Sea's Hubris system (or to put it in D&D terms, using just a single Flaw.) Every character has that one focused personality trait that is their fatal flaw... the thing that will be their undoing. They might be Greedy, they might be Rash, they might be Arrogant, they might be Hot-Headed, they might be Indecisive, and any other "sin" from like a list of 30 or so I borrowed from 7th Sea and added to.</p><p></p><p>This has done two wonderful things... one, it has grounded every character with a single primary negative roleplaying trait that is exceedingly easy to get into and play. The player knows how to play Extravagant, or Callous, or Trusting and make that the focus of their personality. The way their behave positively all circles around their one fatal hubris. And thus two, it is much easier for me to recognize when a player either could take or does take an action that is going to possibly result in bad things because they are playing their hubris. At that point I can either reward them with an Inspiration chip if they take the bad action on their own, or I can bribe them with the Inspiration chip to jump into the bad result with both feet so that they can take the chip and have it saved for next time.</p><p></p><p>And quite frankly it has worked like a charm. I now easily remember what everyone's Hubrises are because they actually play them as part of their roleplay (since having a negative trait is always easier and more fun to get into than a positive one), and they are all more willing to get themselves into trouble in order to gain Inspiration chips, which makes the story go in lots of wild and fun directions.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7556227, member: 7006"] When I had all the PCs select the full suite of normal personality traits (Traits, Ideals, Bonds and Flaws) during the very first 5E campaign I ran, we had a hard time using Inspiration because they either were just so wishy-washy we forgot about when they might come up, or there were just too many to keep track of. For my last two campaigns I switched over to 7th Sea's Hubris system (or to put it in D&D terms, using just a single Flaw.) Every character has that one focused personality trait that is their fatal flaw... the thing that will be their undoing. They might be Greedy, they might be Rash, they might be Arrogant, they might be Hot-Headed, they might be Indecisive, and any other "sin" from like a list of 30 or so I borrowed from 7th Sea and added to. This has done two wonderful things... one, it has grounded every character with a single primary negative roleplaying trait that is exceedingly easy to get into and play. The player knows how to play Extravagant, or Callous, or Trusting and make that the focus of their personality. The way their behave positively all circles around their one fatal hubris. And thus two, it is much easier for me to recognize when a player either could take or does take an action that is going to possibly result in bad things because they are playing their hubris. At that point I can either reward them with an Inspiration chip if they take the bad action on their own, or I can bribe them with the Inspiration chip to jump into the bad result with both feet so that they can take the chip and have it saved for next time. And quite frankly it has worked like a charm. I now easily remember what everyone's Hubrises are because they actually play them as part of their roleplay (since having a negative trait is always easier and more fun to get into than a positive one), and they are all more willing to get themselves into trouble in order to gain Inspiration chips, which makes the story go in lots of wild and fun directions. [/QUOTE]
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