Speak to me of bonds and getting XP from them, how you handle it, and, maybe, just maybe, why they were done that…
Speak to me of bonds and getting XP from them, how you handle it, and, maybe, just maybe, why they were done that way in the first place.
The reason I ask is that as they are written, they’re a confusing way to get experience. Because you resolve that bond – which means you settle it.
But resolving bonds seem to be mainly there for negative bonds.
To quote from Alexander Hay “It seems to me that having positive bonds are not only useless but actually counter-productive and seem to encourage us vs them thinking. They seem to interfere with the game rather than create useful tension and options. But negative bonds offer an opportunity at resolution. So for instance, as a Kung Fu master, it would seem normal to me to have a rather arrogant and dismissive attitude in regards to others, and that as the adventure progresses, my negative attitudes are proven incorrect. Example: Gorm is brave and strong, but hopelessly foolish and clumsy. Now if Gorm proves to me that he is not hopelessly foolish and clumsy, that bond has been resolved. Is this the way to do it????”
For my 2 cents, it seems transform is a better word to describe it than resolve. How have the events of the session changed the bond – positively or negatively?
Thoughts?