My home group and I are trying three different things for our next campaign starting tomorrow night (5 or 6…
My home group and I are trying three different things for our next campaign starting tomorrow night (5 or 6 sessions). I’ll report back on all of them after they’ve played it a while:
1) Getting rid of the Ability Scores: There was some chatter quite a while ago about getting rid of ability scores and just using the mods like AW, and I’ve been thinking about it ever since. What we’re going to try is when they level up they get to choose to either take a new move OR increase one of your mods.
2) Replacing alignment AND bonds with Traits: I’m taking the Trait list straight out of Freebooters on the Frontier (page 9). They can roll or choose 2 traits. Then at end of session they check if they’ve role played both of their traits (instead of alignment) for XP, and if they caused any ally to role play one or both of their own traits (like flags) for another XP. We’ve been playing Aid or Interfere as fictional description giving +1 or -2 for a long time now, so we don’t really use bonds anymore. We lose a little of the initial fiction associated with bonds, but I think I’ll use a “_Character 1_, tell us about that time Character 2 was Trait” format to make up for that.
3) Randomizing initial Stat mods: One of my players decided she wanted to randomize her stat mods after choosing her playbook. Then the other two players wanted to try it too. I made six cards (-1, 0,0,+1, +1, +2) and they’ll shuffle them and deal them out left to right. It may be interesting.
We’ll see how it goes. All three players are on board with these modifications. I want to give them a good try instead of just hypothesising about them lol.