DestinyThroughout their adventures, characters will accumulate points of Destiny. Destiny can be thought of as storytelling currency. Players can exchange these points to affect almost anything in a Scene or decide how events play out as though they were the GM. The more significant the change, the more Destiny is required to make it happen.
Destiny gives players a measure of agency in the storytelling process, allowing them to shape the narrative in ways their characters cannot. Destiny can be represented by colored glass beads or other tokens that are exchanged between the players and GM throughout the course of the story, or players may simply keep track on their character sheets. Acquiring DestinyThe GM may award players between 1 and 3 Destiny depending on the situation.
|
Destiny is given to players for a handful of reasons:
Contributing: A player who makes good suggestions that end up being integrated into the story, helps the GM with record keeping and other tasks, brings pizza for everyone, or otherwise contributes positively to the gaming experience can be rewarded with Destiny.
GM: You open the chest to find it is empty except for a small metal key untouched by age or rust.
Player: Hey, what if this is the key to that downed airship we saw earlier?
GM: Nice, I like that! The same symbol you saw on the airship is inscribed here on the key. Gain a point of Destiny.
Contributing: A player who makes good suggestions that end up being integrated into the story, helps the GM with record keeping and other tasks, brings pizza for everyone, or otherwise contributes positively to the gaming experience can be rewarded with Destiny.
GM: You open the chest to find it is empty except for a small metal key untouched by age or rust.
Player: Hey, what if this is the key to that downed airship we saw earlier?
GM: Nice, I like that! The same symbol you saw on the airship is inscribed here on the key. Gain a point of Destiny.
Role-Playing: Playing out a character's personality, goals, and quirks for good or ill should be rewarded with Destiny. The GM may also award players for doing cool or memorable things.
GM: The gnome extends to you a purse full of gold coins as payment for the return of his locket.
Player: Golindir says "no payment will be necessary, sir. I know what it is like to lose something you hold dear."
GM: The gnome retracts his offer with a tearful "thank you". Well played, Golindir. Here's a point of Destiny.
GM: The gnome extends to you a purse full of gold coins as payment for the return of his locket.
Player: Golindir says "no payment will be necessary, sir. I know what it is like to lose something you hold dear."
GM: The gnome retracts his offer with a tearful "thank you". Well played, Golindir. Here's a point of Destiny.
Hand-waving: When the GM needs a situation to turn out a certain way for the good of the story, he may opt to give players Destiny in exchange for waiving the necessary rolls.
GM: The dragon grabs Eltran and takes to the air.
Player: Whoa, shouldn't she have to make a roll before she can just grab me and take off?
GM: Normally yes, but this is part of the story. Here's two points of Destiny for the trouble.
GM: The dragon grabs Eltran and takes to the air.
Player: Whoa, shouldn't she have to make a roll before she can just grab me and take off?
GM: Normally yes, but this is part of the story. Here's two points of Destiny for the trouble.
Compensation: The GM can bring certain complications related to a characters backstory into play, such as having a town guard recognize the face of a character who's a criminal in another kingdom. With the consent of a player, the GM can also invoke a character's personality traits in order to make them act a certain way for the sake of the narrative (note that this should never be done without the consent of the player). Any time the GM calls complications into play this way, he should award the affected player with Destiny.
GM: The nobleman turns his back, his bulging coin purse dangling behind him unguarded.
Player: That looks tempting, but we'll probably get in trouble so...
GM: Is it alright if I make Faen grab it? I'll give you a point of Destiny.
Player: Ha ha! Fine, this should be interesting!
GM: Faen can't resist the lure of gold. She snatches the purse quick as a wink! Gain 50 Crowns and a point of Destiny.
GM: The nobleman turns his back, his bulging coin purse dangling behind him unguarded.
Player: That looks tempting, but we'll probably get in trouble so...
GM: Is it alright if I make Faen grab it? I'll give you a point of Destiny.
Player: Ha ha! Fine, this should be interesting!
GM: Faen can't resist the lure of gold. She snatches the purse quick as a wink! Gain 50 Crowns and a point of Destiny.
Spending Destiny
Destiny allows players to change something in the Scene, dictate how a situation plays out, or otherwise take the helm of storytelling from the GM for just a moment. The more significant a change the player wishes to make, the higher the cost in Destiny. The GM determines how much Destiny a particular change costs. Take the following Scenes as examples:
Scenario 1: The players are trying to free a contact from the local constable's prison. A lone guard stands vigil, keys dangling from his belt.
Scenario 2: While exploring a mad inventor's fortress, the players have wandered into a death trap. The walls are slowly closing in and the room is filling up with poisonous gas.
Scenario 3: One of the guests at the manor is a murderous vampire. The players find another body; the Contessa, slain in her room. The examine the scene of the crime for clues.
Scenario 2: While exploring a mad inventor's fortress, the players have wandered into a death trap. The walls are slowly closing in and the room is filling up with poisonous gas.
Scenario 3: One of the guests at the manor is a murderous vampire. The players find another body; the Contessa, slain in her room. The examine the scene of the crime for clues.
1 Destiny: Minor Change
The guard's keys aren't on his belt; they're sitting on the table near the door. The walls are closing in, but very slowly. Clenched in the Contessa's dead fist is a scrap from the killer's cloak. 2 Destiny: Notable Change
What a lazy guard...he's sleeping on the job! The walls may be closing in, but at least there's no poisonous gas. Vampire you say? But her blood wasn't drained... 3 Destiny: Significant Change
The guard is actually a guard dog. Look! We could escape through that small hatch in the ceiling! The Contessa hangs from the ceiling by a rope...a suicide? |
The GM should not prevent players from spending Destiny and should avoid undermining their agency. If their Destiny completely reroutes the course of the story, so be it! After all, this is a collaborative storytelling experience. The only time a GM should discourage players from spending Destiny is if doing so would:
|
4 Destiny: Major Change
No guard is on duty right now.
The inventor has neglected this trap. It breaks down entirely.
Look! The Contessa isn't dead, just badly injured.
No guard is on duty right now.
The inventor has neglected this trap. It breaks down entirely.
Look! The Contessa isn't dead, just badly injured.
5 Destiny: Total Change
Our contact was never arrested. The prisoner is just some fall guy.
The room isn't a deathtrap, but a storehouse of trinkets and oddities.
We hear the Contessa scream as we enter, "unhand me, you fiend!"
Our contact was never arrested. The prisoner is just some fall guy.
The room isn't a deathtrap, but a storehouse of trinkets and oddities.
We hear the Contessa scream as we enter, "unhand me, you fiend!"