I’m a huge fan of drama in a game. Not the drama that comes from the standard setup of obstacle vs. players but the drama that comes from any coolness that can be described by the player. Take for instance the drama that comes when a player is allowed to change some facet of the shared reality of the game system. That’s a good recipe for drama.
Some of the game systems I’ve played in that either had a detailed mechanic or by group consensus allowed for the use of this “shared authorship” of reality include; Top Secret (which had luck or hero or fate points – I don’t really recall), Marvel Superheroes (which had karma), DC Heroes (which had hero points), Earthdawn (can’t remember if it was hero or luck points), and D&D (which only had luck points because I imported them in from other systems.)
Now all the systems listed (as well as others I can’t really recall right now) had some great moments when luck/fate/dramatis/hero/whatever points were used to alter the game in some fashion.
I can recall one memorable moment when Shackle (my Earthdawn character in one campaign) and his companions were trapped in a burning tavern. Escape out the usual means of egress was hindered by the fact that the arsonists had locked all the doors and barred all the windows. So while the other characters fled into the cellar and then subsequently into the safety of the sewers, I chose instead to spend my whole amassed collection of points to re-write the scene. As the flames licked into the skies, Shackle waited for the fires to loosen the structural integrity of the door enough to allow him to kick the front door open in one move. The amazed looks on the citizenry as well as the arsonists was pricelessly described as the hero stepped out of a burning tavern just as it fell into rubble behind him. Knowing that the purportrator(s) of the fire was present, but indistinguishable from the innocent citizenry, Shackle just dusted the soot and embers off his clothing and then glared at the assembled crowd.
That’s drama that can’t be easily described by simple dice mechanics.
So how do we allow for players in KORE to harness some mechanic to control the game system? Here was my first email to spur the discussions:
Okay, I know we’ve all played in those games that allow for Hero / Luck / Dramatis / etc. Points.
Thoughts on whether we want to use them here or how we might incorporate them?
My first idea (probably needs some serious work):
Each player will be given 1 hero/luck/whatever point to use per session.
These points are use-it or loose-it style points that cannot be hoarded (Yea M, I recall the TS “hero point” battle you and my main villain got into.)
The points can only be used in the following ways including, but not limited to:
- Perform a dramatic event successfully (without the need for dice) – the player has to describe the event in sufficient detail. Everyone playing has to agree that the event would/could/does work.
- Stay alive. Spending a point allows your character to thwart death in some fashion.
- Try again. Spending a point allows you to re-roll one failure as if you haven’t rolled yet.
Though I’m such fan of these mechanics, as you can see even from this initial email, I’ve had at least one negative experience with luck points that I’ll describe here.
In the longest runing Top Secret campaign in the history of the World (a challenge to you all to just try to prove that one wrong) M got into a heated exchange of gunfire with one of the secondary villians of the story. While in most cases that wouldn’t be an issue, previous to the interaction, all the possible means of escape for said villian were thwarted by the other spy-guys. Leaving him no other choice, the villian decided to shoot it out with M’s character. Since M’s character was a crack-shot, this might seem like a stupid idea, but the villian was no slouch in firearm skill, the villian knew nothing of the skill of M’s character, and M’s character was the only single obstacle to an escape route; whereas all other escape routes were guarded by multiple spys.
Now, as a GM, I have certain rules that I try to adhere to at all times:
- What’s good for the goose is good for the gander. In this discussion it means that namely if the players have access to luck points, then so does the other side. Usually I don’t give such points to nameless mooks, but if the villian is a regular, then I assign a small pool to even up the odds.
- The enemies usually do the most logical thing. Unfortunately for the villian, the most logical seeming thing was also the worst possible path.
To make matters worse, M had ammassed a rather sizeable collection of hero points. What ensued was an exchange where neither side could be killed no matter the odds until the combined collection of points was expended. At the end of the “hero point” battle, the dice were merciless to the villian and he was easily killed with what was in reality the fith or sixth head shot (but by a stroke of luck the only one that reached the mark.) All in all it was dramatic, but basically boiled down to a “cross-out hero point battle.” That’s an annoyance. Namely when a mechanic becomes nothing more than a mathematical demonstration of “whose is bigger…”
L found the idea quite palletable (I should point out that he did seem to enjoy me importing luck points in D&D.)
I like the idea of these points, played with them before and I think they add an extra flare that all fantasy related items should have. I also think that use it or lose it is a great idea.
-L
M had some trepadition as well as some good insight on the use of luck points in general.
As Kevin likely knows, I have a love/hate relationship with luck points. On the love side, they certainly can make for near epic situations when used in the context of the game as he mention I had with one of his lead villains. That conflict could be included in a Bond film due to the dramatic and heroic activity that ensued but it pushed the limits of believability. I also like luck to avoid having a well developed character safe from the aspects of just a bad string of dice rolling that leads to premature death. I suspect the dice rolling will be limited so that issue is probably moot.
I also hate the artificial nature of luck. Using luck points to do something that is outside the scope of your character just to accomplish something doesn’t make any sense and detracts from the game overall. It tends to remove good RP when it should be present.
I like Kevin’s limitations for them.
#1 addresses my artificial capabilities statement — if it isn’t within the character capabilities, anyone can and should call BS.
#2 should place the character at the edge of death — without help in the near future the person will still die.
#3 should allow you to re-roll even if you’d rolled once already. Sometimes you want a particular event to count to develop the character and going for success if critical. Stating that you are using luck prior to the roll doesn’t make much sense unless you know you failed what you wanted to do.
I also would like to see a character have the capability to accrue luck up to some limit. Perhaps an arbitrary 3. Rather than giving every character one per session. Luck points can be granted by the GM at will and perhaps given to the character by a majority vote at the conclusion of a major plot arc (possibly covering multiple sessions) with the GM having the final arbitration. The voting scheme rewards individuals for playing their character well but is easily biased by having your character saved by another.
-M
In response I disected M’s email to clarify my positions on what he brought to the table. I won’t directly paste the disertation here, rather this should suffice:
IMO, stretching the limits of believability is ok so long as luck points don’t become a “get out of death free card.” I never again want to see another player keep one luck point in reserve “just in case…”
With regards to how they should be used: Luck points should never, ever, ever replace RP. If it does, then let me be the first to propose (okay, perhaps I’ll second – M) eliminating their use altogether.
I really like the idea of placing the character at death’s door. It’s just a good idea. More of a “Cheat Instantaneous Death” rule (death is averted for now, but looms ever present…) as opposed to a “Avoid Death Altogether” rule.
Perhaps I wasn’t clear on the whole “as if they never rolled” part of my point. I’d like to further propose that only 1 re-roll is allowed to try again. No multiple luck points can be expended on the same attempt.
And with that Luck points were added to KORE. They evolved in time to create some other subrules like “Burning Your Bridges”, “Blaze of Glory” actions, and “Pushing Your Luck”. But those discussions are for a later post.
Here’s how luck points were initially written into the rules:
Players start with an initial pool of 1 luck point.
Players can accumulate up to 3 points that are awarded by GM or majority of player approval for good RP at any time; usually the end of a major story arc.
Points can be used in the following fashion:
- Perform a reasonable action without dice.
- Staying Death’s hand.
- Do over.
Repeated use of luck points for the same purpose (using 2 points to roll over twice) is not allowed.
Example of Luck Point usage:
Woz, the gun-totin’ hell-stormin’ veteran of the demonic wars sighs deeply and eschews his alter ego of the mild mannered professional poker player long enough to deal with the hell spawn that has interrupted his game. Pissed that this minor entity would consider facing him here in a public location where the fight is likely to involve innocent bystanders, as well as annoyed at the fact that he just drew to an inside straight, Woz makes a break for the stairwell door hoping to lure the demon to a more private locale to send it back to the brimstone belly of Hell.
The GM determines that the entity isn’t interested in Woz and ignores his attempt to lure it away; there are plenty of delicious souls here that are much easier targets than the abyss-touched warrior for heaven. Woz realizes he’s misinterpreted the demon’s presence as the hell spawn ignores his presence and remains in the room to eat the souls of the other gamblers.
Woz’s player declares that he wishes to use a luck point to flash an Arcane Sigil of Drawing at the spawn of evil. Woz’s knows the spell and could roll for success, but he wishes to insure the infallibility of the spell and that the outcome of the action is to his liking. Woz currently has 3 luck points. The GM decides that this is an appropriate use of the luck point and agrees. Woz deducts 1 luck point from his luck point pool leaving him with 2 points available.
The demon feels its essence tugged at by the Arcane Sigil and recognizes the nature of the threat. Covering itself in a billowy darkness, it rushes into the stairwell and speeds after Woz.
Woz reaches into the pocket dimension that holds his personal armory and draws out a vicious looking curved blade. The old warrior awaits the presence of the demon with a grin, “Hell’s gonna know the wrath of the Woz once again” he thinks.
But this demon is no novice. It realizes that any mortal capable of an Arcane Sigil of Drawing is likely a competent foe. Instead of facing the warrior of heaven directly, the spawn of evil allows its essence to coalesce into the darkness of the stairwell shadows; re-materializing directly behind it’s quarry.
The GM determines that the spawn of evil gets a free attack against Woz. Rolling for an attack, the demon succeeds. Cloth, flesh, skin and sinew are ripped from Woz’s back as the claws of the demon cut deeply into the surprised hero. Damage is rolled and it exceeds Woz’s current hit points.
Woz’s player declares the he wishes to use an additional luck point to cheat death. The GM agrees and modifies the damage to allow Woz to have 1 hit point left. Woz’s player again subtracts a luck point from his pool, leaving him with 1 point.
However, in order to allow the use of luck to save the character, the GM decides that the agony of the attack is so great that Woz has dropped his weapon and fallen down the stairs hitting his head on the concrete.
Woz is now unconscious with a hell spawn flowing down the stairs, grinning at the thought of feasting on the soul of a warrior of heaven…
Tags: Annoyances, D&D, DC Heroes, Dungeons and Dragons, Earthdawn, Game Design, KORE rpg, luck, Marvel Superheroes, mechanics, rpg, rules, system, Top Secret