So I like when games have players choose negative aspects for their characters and then reward them when they use them against themselves. (Mouseguard and Burning Wheel come to mind) So I was thinking maybe in addition to alignments playbooks might also include misalignments. The idea here would be that if you intentionally fail a roll because failing satisfies your misalignment you get an xp at the end of session.
So I like when games have players choose negative aspects for their characters and then reward them when they use…
So I like when games have players choose negative aspects for their characters and then reward them when they use…
Smart idea! I think a lot of alignments are actually meant to push you into dangerous situations (some outright say ‘Endanger yourself…’) so the designers might have been trying to capture a similar concept. But I can’t see why we can’t do with a more direct version of it. (:
I’ve always been interested in the idea since I saw it in a special playbook someone wrote (https://docs.google.com/file/d/0BxI2vfsw1haqQUhsdXZQZUVmZnM/edit?pli=1 – I can’t remember who it was, though :<). I'm hoping someone might've written some for the base classes and posts them here :D
I won’t write any for Thief, as Em0srawk’s link did such a good job. These should be fine and balanced for a home game, Josh Harden , but don’t expect them to be perfect first-go. 😛
Fighter:
-Refuse to back down on a challenge.
-Instigate a fight with someone just for the thrill of it.
-Murder when it is clear the consequences of doing so are dire.
Wizard:
-Dismiss important information or advice because of hubris.
-Seek to learn something when it is clear the consequences of doing so are dire.
-Use your magic when you really shouldn’t have.
Cleric:
-Try to help someone who clearly doesn’t deserve it.
-Refuse to tolerate any slight or insult against your faith.
-Follow your principles and faith over everything else.
Paladin:
-Refuse to overlook a crime or sin, no matter how small.
-Intimidate someone that you really shouldn’t have.
-Further your quest or objectives over everything else.
Bard:
-Make a really poorly timed joke.
-Give someone a chance even when they clearly don’t deserve it.
-Pursue a chance at fame or glory, when it is clear the consequences are dire for doing so.
Ranger:
-Distance someone with your coldness.
-Handle something alone when it is clear that others are needed.
-Value freedom over everything else.
Druid:
-Refuse to trust someone, use something, or enter somewhere, because it is too civilized.
-Protect something even when doing so is clearly foolhardy.
-Call upon forces that you knew were beyond your control.