Unrelated Preface: I had dinner with Yax of Dungeonmastering.com on Monday night. He’s in Montreal for a few months and I’m glad I got to meet a fellow blogger. Yax sure is passionate about what he does and he has a plan… (which makes him a Cylon, obviously. Don’t be fooled by his boyish Dr. Baltar look!)
(Its a joke Yax!)
(Get him people!!!!)
It’s finally our D&D week. Once again I’m being asked to drive to game at Stef’s. I wonder what will befall me this week? Regardless, I’ll sit down tonight after writing this post to work on the last few details of this week’s game.
I really like building up the hype throughout the week where we have a game. This week, having noticed a clear lack of enthusiasm from most of my players about using the Sweet20 inspired keys to increase the number of XPs, I decided to re-pitch the concept. I understood that we are quite early into the new campaign and players have a hard time finding a ‘key’ that fits with their interests. There was also a certain relcutance to absorb yet another new mechanic in this already very house-ruled game.
I created a sample key for each player, based on their character concept, their usual play preference and some of the interactions they developed with the party and various Ptolus Organizations. I also tweaked the number of XPs given to make it easier to adjucate.
I thought I’d share the proposed keys as an example of an application of this process to D&D. See here for the original reference of the system. The players still have to confirm taking them or proposing their own.
Lillie (Player style: Storytelling Tactician)
The Need to Fit In (Based on the Key of the Mission): Having abandoned the Fearie courts and all her ties to her past, Lillie really wants to fit in and be respected in the world of humanoids. She gains 10% of the XPs necessary for leveling up whenever she poses an act to fit in or gain respect from Humanoid/Outsider society. She gains 20% if the act succeeds.
Cruguer (Player style: Butt Kicking Method Actor)
Protecting the Weak (based on the Key of the Guardian): One of the truest application of ‘good’, Crueger strives to succeed at helping those who would be exploited by the wicked and the greedy. He gains 10% XP whenever he acts in favour of anyone who’s in a position of Weakness. He gains 20% when he puts his life at significant risk to defend anyone in a position of weakness.
Cixi (Player Style: Storyteller)
Cixi’s political agenda (based on Key of the Mission): Cixi is an associate member of House Khatru, the militaristic noble house of Ptolus. She’s also a commander of the Order of Iron Fist, the fighter’s guild. She gains 10% whenever she acts in the interest of an organization she belongs to. She gains 20% when her actions repositions the ‘Great Game of Ptolus’ in favor of an organization she belongs to.
Aravar (Player Style: Supercool Power gamer)
The Reluctant Militant (Based on the Key of the Mission): The elves of my game world were on the short end of the recent alignment-themed global conflict (Elves are Chaotic Good and all non-neutral factions ‘lost’ the war). Their homeland forests were destroyed at more than 90% and received almost no help from the various human factions. Aravar has a close friend/family member who’s deep into a militant semi-terrorist Elf paramilitary group. While not a member himself, he’s not deeply opposed to the group’s philosophy. He gains 10% whenever he passes useful information or resources to this group. He gains 20% when he makes a decision or acts according to the group’s philosophy.
Nogard (Player Style: Casual Storyteller)
The Quest for Power (Based on the Key of Glittering Gold): Dragon shamans are all about Power. So Nogard wants to accumulate magic items. He gains 10% of the total to level up whenever he makes a deal or acts in such a way that lands him a magical item or a form of power boost. He gains 20% XP whenever he obtains the party’s most powerful item.
Image Source: Monte Cook’s Ptolus: City by the Spire
I also clarified a few rules for using those keys:
- You have to invoke a key to get the XPs (or some other player may remind you), the DM is not responsible for spotting the use of a key. (Just so my job doesn’t get more complicated)
- XPs are given when the majority of the group agrees that the key was sucessfully brought into play.
- You can’t invoke 2 keys at the same time or collect both the 10% and 20% bonus of the same key for the same action.
- Acting willingly against a key, and invoking it, results in its ‘counter’, causing it to close. The player gains a one time bonus of 30% XP (for moving on) but permanently loses one key ‘slot’ and can’t ever take the same key again.
- You can’t gain more than 50% of the XPs needed to level up using keys in one session. (This means I should get at most 1 level up every two sessions, including XP for defeating foes, which suits me fine)
So there you have it, an example of keys that are tailored to my player’s tastes and the rules that come with using them. When I proposed these earlier today, I got a much more positive feedback. I hope they’ll come up with interesting ones themselves…
Suggestions always welcome!
Andy says
Found my here via the mybloglog crumb path you left behind 🙂
Nice blog, i’m subscribed now. I’ll link here Friday from Geeknews.
ChattyDM says
Hey Andy! Thanks for dropping by!
ben.c says
This is quite an intriguing idea, and one I’m considering for my home game. We definitely have more of a story-oriented game than a dungeon crawl–though of course, there are still dungeons to be crawled, and while I award XP for RPing (and take a little off XP for combat to balance), it’d be nice to use a clearer system like this.
Reading about these keys actually reminds me a lot of True20’s virtues and vices, and if I use this key system, I might encourage/force my players to choose a key that’s a virtue, and a key that’s a vice. Obviously, the Paladin will likely have a pretty tame vice, and even then not act on it much, but for the rogue or the barbarian, it could stimulate some pretty interesting situations.
My big worry, however, is that these will become too prescriptive. I’d like the players to be able to develop their characters organically, so I’m thinking about some system where they can swap them out fairly easily, though not easily enough that they can use them to maximize XP each session based on expectations.
I’d be interested in hearing how this turns out once you’ve played with it a couple times, and I expect that I will.
ChattyDM says
Hey Ben,
You are right that I will touch in this in later posts.
As for your potential issues with stifled organic growth, allow me a few suggestions:
Instead of having the possibility of closing a key and collect a ‘turning point in character development’ reward, allow players to switch one of their keys each time they leveling up.
Also, if you check the Sweet20 reference, characters gain more keys as they level up,broadening their char.dev. options.
My 2 cents.