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…

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.

3 thoughts on “So I like when games have players choose negative aspects for their characters and then reward them when they use…”

  1. 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. (:

  2. 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.

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