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<blockquote data-quote="Ovinomancer" data-source="post: 8643804" data-attributes="member: 16814"><p>Not it at all. This is a very bad misrepresentation of my point. The precedent (ie, the optional "players award" inspiration rule) ALSO dramatically alters the rule. That it is a precedent is beside my point, not something I feel the need to wave away because it counters it.</p><p></p><p>Do the work yourself, then. There's been a poll and a few threads discussing it. The largest response group is that BIFTs are largely ignored. I did not think this is controversial. However, if I am wrong, it shouldn't be hard to disprove me, and I'd welcome that evidence.</p><p></p><p>Well, certainly not in calling it a "good" mechanic. Onerous doesn't sound like a quality a "good" mechanic should have!</p><p></p><p>It's good for you after you changed it. It wasn't good before you changed it (you said "onerous" above), it sounds like. Inspiration, as presented, is not a great mechanic.</p><p></p><p>For what it's worth, I've used Iserith's rule before. It didn't catch on well, even when I encouraged players. These are the same players that were extremely aggressive in Blades in the Dark. I dunno, I don't think it resonates much. My personal issue with the whole Inspiration BIFTs things is that BIFTs only integrate with Inspiration, which only works if the GM enables it (or you change the rule). So, largely, without houserules or the GM being invested, they just don't do anything at all. As a roleplaying aid, I fail to see how they're more or less useful that a paragraph of backstory, which is tech that has been around since probably the start of RPGs. It's only fodder for Inspiration. And, then, Inspiration is less than... inspiring... as a tool. Advantage is fairly easy to get without Inspiration, so it's useful in fewer cases than would be initially assumed. All that said, the houserule makes it a better systems by transforming it into a reliably obtained player side resource. That, however, really only engages certain play approaches -- there are many common approaches that would find that idea to be a negative, and be right to do so (given their goals). </p><p></p><p></p><p>*I meant to include this earlier, but I do not @ Iserith because he currently has me blocked so it's an irrelevant extra character -- he won't see it anyway. Feel free to tag him in on your side, if you wish. I actually think his version of Inspiration is the most functional -- as a reliable player-side resource, it's not terrible. Totally unconnected to the rest of the game, still, but most functional version.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8643804, member: 16814"] Not it at all. This is a very bad misrepresentation of my point. The precedent (ie, the optional "players award" inspiration rule) ALSO dramatically alters the rule. That it is a precedent is beside my point, not something I feel the need to wave away because it counters it. Do the work yourself, then. There's been a poll and a few threads discussing it. The largest response group is that BIFTs are largely ignored. I did not think this is controversial. However, if I am wrong, it shouldn't be hard to disprove me, and I'd welcome that evidence. Well, certainly not in calling it a "good" mechanic. Onerous doesn't sound like a quality a "good" mechanic should have! It's good for you after you changed it. It wasn't good before you changed it (you said "onerous" above), it sounds like. Inspiration, as presented, is not a great mechanic. For what it's worth, I've used Iserith's rule before. It didn't catch on well, even when I encouraged players. These are the same players that were extremely aggressive in Blades in the Dark. I dunno, I don't think it resonates much. My personal issue with the whole Inspiration BIFTs things is that BIFTs only integrate with Inspiration, which only works if the GM enables it (or you change the rule). So, largely, without houserules or the GM being invested, they just don't do anything at all. As a roleplaying aid, I fail to see how they're more or less useful that a paragraph of backstory, which is tech that has been around since probably the start of RPGs. It's only fodder for Inspiration. And, then, Inspiration is less than... inspiring... as a tool. Advantage is fairly easy to get without Inspiration, so it's useful in fewer cases than would be initially assumed. All that said, the houserule makes it a better systems by transforming it into a reliably obtained player side resource. That, however, really only engages certain play approaches -- there are many common approaches that would find that idea to be a negative, and be right to do so (given their goals). *I meant to include this earlier, but I do not @ Iserith because he currently has me blocked so it's an irrelevant extra character -- he won't see it anyway. Feel free to tag him in on your side, if you wish. I actually think his version of Inspiration is the most functional -- as a reliable player-side resource, it's not terrible. Totally unconnected to the rest of the game, still, but most functional version. [/QUOTE]
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