Re: [Basic] Advantage of the Week (#34): Destiny
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Re: [Basic] Advantage of the Week (#34): Destiny
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There are a lot of things I am vaguely aware of from general board discussion and this is one of them, but there is so much more I don't know about it that I figured someone else should bring it up. Thank you though; this is why I made sure to ask for others to mention these things. :) |
Re: [Basic] Advantage of the Week (#34): Destiny
Destiny either feels like a special kind of unusual background, or it feels like it violates the "pay what for what you get, get what you pay for" design philosophy.
The impulse Buy/ Monster Hunters version is a completely different advantage, and I wouldn't mind it being discussed in a different place and time. |
Re: [Basic] Advantage of the Week (#34): Destiny
One idea is to let the PC know he has destiny but don't tell him what it is. Instead give hints from crazy women, an old wizard with a spear, what not. Destiny can be kind of like a mystery story and some ideas can even be gotten from the Mysteries volume. The main rule is that it be dramatic when it comes, unless you are pulling a one time prank.
Also don't choose a destiny the GM can't bring about. The PC cannot have a destiny to kill his father and marry his mother because he can kill your plan with mere celibacy. Unless of course you have an allegorical meaning("The PC's mother was his nation and by becoming king he married it"). In fact you can have lots of fun with those and that is in the tradition. After all Crossous was never told which empire he would destroy. |
Re: [Basic] Advantage of the Week (#34): Destiny
I made use of Destiny as a complement to Precognition: If you succeed in a Precognition roll toward another character, whatever you foresee becomes a Destiny for them. I favor doing a reaction roll, with Good being a minor favorable Destiny, Very Good an in-between one, Excellent a major one, and likewise for low numbers; if the roll comes up 10-12 you spot something really trivial that isn't worth points.
The protection against other people's Precognition is having your own. If they foresee what you're going to be doing, and *take any action* based on that, you can foresee that action, and modify your own actions, which will disrupt the future they foresaw. This could be a contest, either Quick or regular. (It's kind of like having broken the other side's codes, but knowing that if you do things that reveal you have inside information, they'll change their codes. . . .) I used Destiny once in a campaign: Every one of the five PCs who strayed into Faerie had an advantage unknown to them. One of them was a favorable Destiny. |
Re: [Basic] Advantage of the Week (#34): Destiny
There is only one character I've seen in a game I was in that took Destiny. The Destiny: "Must one day kill his sister." In his case it was taken as a Disadvantage.
The same character showed up in three games actually, with the same Destiny, though the flavor was different. In the first game, the sister had been rendered Brainwashed, Brain-Rinsed, and Brain-Dry-Cleaned by the setting's BBEG to be the BBEG's ninja assassin, with no memory of anything besides being the BBEG's adopted daughter and assassin. The second and third time, in two different Monster Hunting games, she'd been turned into a vampire as a young teen. I was the GM for the first one, and didn't actually spring the full details on the player until much later. I was a player in the second game, and GM for the third; in both cases I worked to explain the Destiny to the others in the game, including the second game's GM. Although, I don't think the Destiny was ever fulfilled due to the games folding due someone's work schedule getting in the way of the game. |
Re: [Basic] Advantage of the Week (#34): Destiny
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Re: [Basic] Advantage of the Week (#34): Destiny
See PU5:5 under the heading Wild, Wild Destiny, in the box, Paying Fate's Price. Basically, instead of getting the destiny advantage as written, you get a stipend of points earmarked for Impulse Buys, on the grounds that this helps you accomplish your destiny.
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Re: [Basic] Advantage of the Week (#34): Destiny
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IMO that's the only way you can do this, because otherwise your players will be wriggling on the fishing hook trying to either get our of their Destiny or to use the fact that they're Destined to bail them out of trouble that comes before their doom is full-wrought. The perverse incentives and vagueness are to me the major problem. And of course, the IB/MH approaches appeared because this really is very hard to run at the gaming table, especially in gamier styles of play. Even for my style of play I appreciate having some of the storytelling plot contrivances that get the PCs back on track being in the hands of the players. With original Destiny, the whole problem is dropped into the GM's lap. |
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