I have mentioned here before that I am GM’ing for a group of mostly RPG-newbies who tend to carefully and systematically interview NPCs, gather information, scout the land, grill the NPC’s some more, and and then have endless discussion amongst themselves on what to do next, rather than, you know, actually doing something next. Bless ’em. 🙂
It therefore did not come as a complete surprise to me that when our shy Fighter finally levelled up to Level 2 (after only nine sessions!), she chose Heirloom as her first Advanced Move. Heirloom, in case you need a refresher, is defined as:
“When you consult the spirits that reside within your signature weapon, they will give you an insight relating to the current situation, and might ask you some questions in return, roll+CHA. On a 10+, the GM will give you good detail. On a 7-9, the GM will give you an impression.”
Personally, I would have thought that in a group that already includes a Wizard with a Detect Magic cantrip, a Paladin with a “what here is evil?” race move, a Druid with Spirit Tongue, and a Ranger with Wild Empathy (plus of course everybody capable of casting SL and DR), the very last thing they’d need was another “tell me more about my situation” infodump effect, but hey: I’m a fan of my players characters — even if those characters are overcautious little engineer heroes.
What I would like to ask the Tavern is for some ideas on how to make Heirloom fun and a bit different from the other infodump Moves. What I came up with myself was that I could have my Fighter’s weapon indeed contain several spirits, each with wildly different personalities and interests. That way, when the Fighter calls upon them she’ll never know who she’ll get. The cowardly spirit will focus on escape routes, the gung-ho spirit will focus on enemy weaknesses, etc.
Does that sound like a cool idea? Any other suggestions?
I am also a bit unclear about this whole “the spirits might ask you some questions in return”. Why would they do that? What would they ask? Is the idea simply to provide a hook for bits of player-driven world-building? Or is there another angle I’m not seeing here?
As always, many thanks in advance for your thoughts and feedback.