Mechanically Tying Levels to RolePlay -Fixations
Today I was considering how to get people slightly more involved in the fixation. mechanic.
I’ve decided to lock the level up behind it.
To start here is the new list of what is needed to level up:
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9 Fate points - gained though doing narrative things related to your character’s beliefs. Given by other players and the GM during the rest and reward phase.
1 Hero Point - gained through doing one big narrative thing by your character. Given by the GM any time during play.
2 Resolved fixations - a fixation is resolved when 1. A player fails a check 2. GM assigns that type of check as a fixation 3. The player takes an action of the type and succeeds it (using the slight Fixation Bonus.
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This was an idea to increase interest in the Fixation mechanic. Again, the fixation mechanic is a rich chance for character building, pushed by the game to build a personality and grow as a character. Its a failing forward mechanic. It solidifies what all good games have …
in order to win you have to start by losing. In fact, players can’t level unless they fail.
But it turns out, it seems like it was a missing puzzle piece in the “leveling up” in this game. We now have 3 ways that your character will be ‘forced’ to grow in order to earn a level up.
Having three also gives a kind of check list. Which is MUCH better than a vague ‘go beat some monsters’. There is a checklist of roleplaying things you have to do, but the things are sandboxy, not specific things you have to do- ways you have to grow.
Get When The Gods Weren't Looking
When The Gods Weren't Looking
A complex RPG that's easy to play
Status | In development |
Category | Physical game |
Author | briannissen |
Genre | Role Playing |
Tags | Fantasy, Magic, Magical Realism, realistic, Tabletop |
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