Has anyone done any tweaking to the rules yet?
I'm a big fan of character driven story, and games that have mechanics that actually make it a part of the game (like, say, Spirit of the Century). I'm also big in to "heroic" characters that have an advantage over typical NPCs.
To that end, I've implemented a small change in char gen that also effects task resolution.
After initial character generation, the players choose a "Motivation" for their character, two advantageous "Traits" and one negative "Trait."
Motivation would be what drives the character. Things like revenge, love, etc.; but with a somewhat specific focus: e.g. "Revenge against the corporation who stole my one true love from me," or "Love of discovery."
Traits would be a bit like advantages and disadvantages in GURPS, but should be tied to the events and mishaps that happened in the char gen process (or at least fit in with the back story of the character).
Motivation gives the character a +1 to any roll where they are directly doing something within their motivation. The GM is final arbiter on this. In addition, the GM can attempt to compel the character to do something due to his motivation. The player can attempt to bypass that, however, by making a standard attribute check with the appropriate attribute at a -1.
Traits work in a similar fashion, but can not be used to compel the character. Advantageous traits bestow a +1 in appropriate situations, and negative traits a -1. Again, GM is final arbiter.
These are all cumulative with your standard roll. So a character can have the bonuses or penalties for their skill level, attribute, trait, and motivation all in any given roll. With the one caveat that only *one* trait may be invoked at any given time.
Thoughts?
I'm a big fan of character driven story, and games that have mechanics that actually make it a part of the game (like, say, Spirit of the Century). I'm also big in to "heroic" characters that have an advantage over typical NPCs.
To that end, I've implemented a small change in char gen that also effects task resolution.
After initial character generation, the players choose a "Motivation" for their character, two advantageous "Traits" and one negative "Trait."
Motivation would be what drives the character. Things like revenge, love, etc.; but with a somewhat specific focus: e.g. "Revenge against the corporation who stole my one true love from me," or "Love of discovery."
Traits would be a bit like advantages and disadvantages in GURPS, but should be tied to the events and mishaps that happened in the char gen process (or at least fit in with the back story of the character).
Motivation gives the character a +1 to any roll where they are directly doing something within their motivation. The GM is final arbiter on this. In addition, the GM can attempt to compel the character to do something due to his motivation. The player can attempt to bypass that, however, by making a standard attribute check with the appropriate attribute at a -1.
Traits work in a similar fashion, but can not be used to compel the character. Advantageous traits bestow a +1 in appropriate situations, and negative traits a -1. Again, GM is final arbiter.
These are all cumulative with your standard roll. So a character can have the bonuses or penalties for their skill level, attribute, trait, and motivation all in any given roll. With the one caveat that only *one* trait may be invoked at any given time.
Thoughts?