Since a while I'm watching LordStrange / John Wick's Youtube Channel. Especially his comments on instant reward in one of his videos gave me a kick of "I want that in my games". So this is what I'm gonna try for Shadowrun.
Whenever you do something that helps/advances/enhances the game you play in above a minimum amount, your Game Master will award you with a Bennie. Bennies can be spend to improve die-rolls a little bit.Shadowun has Karma-Pools/Edge-Pools to do stuff better, it's strong but it's also very expensive, so you only resort to it in dire situations. Bennies are like small brothers - they are weaker, but more common and even return more often then you like/need (well at least if you're a good player).
A Bennie can be spend to increase the value of a single rolled die by one (well if it shows a number below 6). You may spend as many Bennies on a single roll as you like and you can freely distribute them your rolled dice.Personality Traits
If you used a point of edge to get bonus dice to reroll on a 6, you can increase a value to the point that it shows a 6, but you cannot spend points to ensure successes on bonus dice that you bought with bennies.
I like it if a characters personality has an mechanical impact. Not in a way that it completely controls your character, but in a way that it at least influences the way you're doing stuff.
What I'm not so fond of is if people mistake a collection of neurotic patterns for a character personality just to play a manic psychopath.
The first time I stumbled upon stuff like that was when playing Vampires:The Masquerade, but I must say that the system used there has a lot of drawbacks including "Have strong virtues so that you can go against your humanity rating without taking penalties".
Virtues have to stand for them selfs. You may have strong ones or weak ones. Later I saw a charactersheet for Vampires: The Requiem - they had one Virtue and one Vice for a character and it was centered around the seven sins and corresponding virtues.
It makes sense and suits a game that is intended to play in a pseudo-european world. So it's a good start.
So here are my bits of rules:
Every Character picks two freeform traits that define his personality. They shall be drawn from a set of virtues or vice, but not be neurotic or describing a mad person (that's what flaws are for).
In situations where one of these personality traits comes into play you gain an extra die to your dicepool if you act in favor of that trait, but if you want to act against it, you loose a die from your dicepool. If both personality traits affect a single action you may have +2, 0 or -2 dice to your pool size depending on the situation at hands.
Additional personality traits cannot be purchased by any means because these personality traits are not about hunting for bonuses.
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