Here’s something that the RPG system ORE, particularly as seen in Greg Stolze’s Reign, does super well. It rewards focus and it does it in a way that requires no book keeping. This is awesome. Its delivery is ephemeral but highly desirable by players. It doesn’t tie to character advancement (directly) or anything like that but still players steer right into it, on purpose, every single time. The thing is the Passions.
And you can jam these into any system and it will be just as awesome.
In Reign, each character has three Passions. They are:
Duty: this is the thing that you are compelled to do according to your personal ethics. “Keep the peace,” “Get the mail through,” “Destroy evil,” “Never compromise” … you get the idea. It can change, but infrequently.
Craving: this is the thing you are compelled to do because of your own weakness. “I like killing,” “Another beer couldn’t hurt,” “Blondes.” It never changes.
Mission: this is the thing you are compelled to do because it’s of immediate interest. It changes whenever it’s resolved, so it could easily change every session.
Now, whenever a character is involved in a conflict where dice get thrown, if the player can reasonably claim that one of these is progressed by the conflict, then she gets a die (a bonus to success basically). If she can narrate two in, two dice. All three? Awesome; three dice.
The important part of this is that it can happen as often as the player likes because it’s ephemeral — the only payoff is immediate and then it goes away. But the ramifications are deep — now what used to be just a brawl is actually about your sociopathy (“I like killing”). That simple brawl is now character-defining. We’re seeing the real thing now. And characters that have some nobility do well when they exercise it, if that’s their duty and so players, who love to succeed, get paid in social/psychological currencies for doing it. You’d be surprised at how many people will pay to succeed at something that will be detrimental to them. Yay I win! I won custody of the kid! Now I can stay home and not adventure forever or at least until college! Maybe that’s a bad example.
Anyway, that’s scaffolding. What I really want to erect here has to do with the last one, the Mission. In Reign the player sets this, but I stumbled on something really swell and obvious-looking: if the GM sets this, things become wonderful.
It’s generally accepted (with some dissent, of course, and we don’t need to cover that here) that railroading is bad. GM as storyteller manipulating players so their characters will behave according to script is boring and aggravating and sours milk, encourages fungal growth, and decays teeth. We all agree to that (well, “people like us” do, as my old philosophy prof would say). But what setting the Mission for the characters does is far more fertile. It more cuts a path than puts them on the rails.
If the GM sets the Mission for all characters to “Get the mail to Burnaby Mountain”, several things happen that are desirable:
The group, all having the same Mission, have a mechanically relevant common goal.
The GM is allowed to talk explicitly to the players through a mechanical medium about what she wants. No embarrassing meta-discussion, just a scene and then, “Here’s your Mission statements.”
The players are not in any way constrained to this objective. They just succeed slightly more often when the act in service of it. Or can convince the others that they are, which when generating narration, is practically the same thing. This is downright Darwinian.
Players can wonder well wide of the path, but they succeed a little more often when they are on it, and they succeed a little more often when they are trying to get back to it. This gives everyone the freedom to do as they please within the game world, which is sometimes desirable, but also gives the GM good reason to expect that certain points in her preparation will actually get revealed. The plot may not unfold as expected (which I love love love) but at least we have reason to expect that the objective will get pursued somehow.
This, it seems to me, is a powerful tool for most play styles — usually at the very least the GM is holding some secret that she wants to reveal. She wants the little thrill of seeing the players react with surprise and say, “Wow, cool.” But to deliver secrets, she needs the players to have their characters pursue them, and most existing mechanism are unreliable or unsatisfying (silent expectation being the most common).
So that’s my big Reign mod. Have the GM set the characters’ Missions.
–BMurray
Thanks, walkerp. I’m a little shocked I only just stumbled on this hack recently because we have played a ton of Reign. I just grabbed the stat in the first session of my Deluge game and it flew.
As for bolting, you at least know that no one can get more than three bumps in — one for each Passion — so you can scale the benefit to that. A +1 or even +2 in a d20 game would probably work, for example. There might be some systems I haven’t thought of, though, where one bump is uninteresting and three is too much.
Reminds me a bit of Mouse Guard, though I dunno how well GM-defined Goals would work in that game.
Mouse Guard does encourage setting a Goal to be somehow related to the mission the group has been given.
I’m currently adapting Shaintar for Burning Wheel and struck on something similar to taking over the Reign Mission as the GM’s direct channel to the characters. The default conceit of Shaintar is that the PCs are members of a pseudo-military organisation of peacekeepers and soldiers, the Grey Rangers, in a very Balkanised section of the world surrounded by big nations with vested interests in the region. Being a Ranger is a big deal and a significant part of the PC’s identity, and I want that to hook in to the moving parts that make Burning Wheel interesting.
To that end I made the Oath that these Rangers swear at the end of their training be the first Trait on the Ranger Trainee lifepath (which will be the fourth LP of each character). And, of course, its effect is that one Belief must always relate to their work as a Ranger.
I’ve yet to see it in play, but I’m hoping it has a similar effect to GM usurpation of the Mission Passion. I hope that the leeway means that it will keep them focused on the “we’re Rangers” story foundation while still being able to flag what they find interesting about that.
“Mouse Guard does encourage setting a Goal to be somehow related to the mission the group has been given.”
Yeah, I realized right after I posted that the GM does set the mission in MG; goals relate to the mission, but are player-chosen. Ergo, you have a similar mix to what Mr. Murray is suggesting.
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11:17
That’s a great suggestion. We finished up a Chanbarra campaign using Reign and it took us a while and a lot of circuitous activity to get all of the characters on the same page. That build-up to becoming a team did help to enrich the story and build our connections, but we never really took advantage of the Mission stat and having the GM set it would have spared him a lot of headaches, I suspect.
You can’t necessarily bolt this onto any system without any modification as the limited dice pool of Reign is quite specific such that a single die is a nice bonus without overpowering things too much.