Post
by icekatze » Fri Aug 23, 2013 1:29 pm
hi hi
I have been considering virtues for the last couple of days and I have added a couple of short optional rules to help clarify and expand somewhat on the Values system.
The first optional rule is one that I had been thinking about for some time, but never got around to writing down. It gives the players some leeway for refusing to cooperate when an NPC succeeds in a social test against them. When using this rule, if an NPC succeeds in demanding, negotiating or persuading something from a PC, the player can choose to play along, or refuse at the cost of Values damage. That damage represents the doubt, regret, etc. that the NPCs plea has planted in the character's mind, and is something that will distract them until they have a chance to heal it off. (Possibly by going to a spa.)
This rule has the potential to help GMs be more confident in using NPC social skills against player characters without fear of god modding, but it has the potential to lessen the effectiveness and danger of social villains. Use at your best discretion.
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The second optional rule is designed to give values more usefulness for people who want them to play a larger role in gameplay. By using the second rule, the Players can declare that a small, immediate goal is important to their character. (Such as, "I must protect this pony," or "I must defeat this villain.") When they do so, they can use a thematically appropriate value as a limited resource for the duration of the scene. The player splits up the rating of the value however they choose, and adds it to the result of which rolls they choose. (example: A character with a rating 15 value might increase 3 rolls by 5, or 5 rolls by 3.) If successful their value is reset to normal, but if they fail, they receive an equal amount values damage representing their feelings of loss, anger, despair, etc.
This rule has the potential to make values a more central part of the game, and give players a reason to consider them more closely, but it also has the potential to polarize player decisions if the stakes become too high. Use at your best discretion.