I saw “Replace Bonds…” and it was about 2 milliseconds before my thoughts turned to The Gauntlet.
http://walkingmind.evilhat.com/2015/09/07/from-bonds-to-flags/
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I saw “Replace Bonds…” and it was about 2 milliseconds before my thoughts turned to The Gauntlet.
I saw “Replace Bonds…” and it was about 2 milliseconds before my thoughts turned to The Gauntlet.
http://walkingmind.evilhat.com/2015/09/07/from-bonds-to-flags/
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Hmm…I like it. It encourages the same sort of RP I think Bonds were meant to, but is more of an elemental statement about the character holding the Flag, rather than an artificial connection between two characters. I like that any character can engage it. You would have to take a lot of care in writing them, but this is pretty solid.
The question, of course, is how do you handle Aid/Interfere? For my money, I’d say something like Defy Danger, meaning you roll whichever stat seems appropriate to the fiction.
Hmm…I like it. It encourages the same sort of RP I think Bonds were meant to, but is more of an elemental statement about the character holding the Flag, rather than an artificial connection between two characters. I like that any character can engage it. You would have to take a lot of care in writing them, but this is pretty solid.
The question, of course, is how do you handle Aid/Interfere? For my money, I’d say something like Defy Danger, meaning you roll whichever stat seems appropriate to the fiction.
I like it; but do you think people at the table would remember other characters’ flags?
(It’s one thing to remember 3 Bonds of your own character; it’s another story to remember 3xPlayers flags)
I like it; but do you think people at the table would remember other characters’ flags?
(It’s one thing to remember 3 Bonds of your own character; it’s another story to remember 3xPlayers flags)
Davide Pignedoli That is a fair point.
Davide Pignedoli That is a fair point.
I also had that same concern. I wonder what would happen if you flipped the XP award.
I also had that same concern. I wonder what would happen if you flipped the XP award.
That was my first thought as well. I wonder… If you wrote others’ flags on your own character sheet?
Say I come up with two flags for myself. Anyone interested in those can mark them down on their sheet to remind them to hit that flag during the session. You can only write down 2-4 of other players’ flags on your own sheet. This way, you’re encouraged to only write down the flags you’re actually interested in playing out. It’s pretty much exactly like bonds, just flipping the onus of action onto your companions.
I dunno if this would actually work out well, but it was just the solution that immediately came to mind.
Also, I haven’t read it, but is this similar to how bonds work in Epyllion?
That was my first thought as well. I wonder… If you wrote others’ flags on your own character sheet?
Say I come up with two flags for myself. Anyone interested in those can mark them down on their sheet to remind them to hit that flag during the session. You can only write down 2-4 of other players’ flags on your own sheet. This way, you’re encouraged to only write down the flags you’re actually interested in playing out. It’s pretty much exactly like bonds, just flipping the onus of action onto your companions.
I dunno if this would actually work out well, but it was just the solution that immediately came to mind.
Also, I haven’t read it, but is this similar to how bonds work in Epyllion?
You could have it that each session each player picks one of their flags that they want to see come up. They then write that flag on and index card and put it in the center. That way there is only one flag per player per session which is easier to handle and the player can choose what side of their personality they want to see each session. Alternately, have the GM or another player choose which flag they want to see come up. You could also offer to allow them to change the Flag in play when any of the players activate it.
You could have it that each session each player picks one of their flags that they want to see come up. They then write that flag on and index card and put it in the center. That way there is only one flag per player per session which is easier to handle and the player can choose what side of their personality they want to see each session. Alternately, have the GM or another player choose which flag they want to see come up. You could also offer to allow them to change the Flag in play when any of the players activate it.
Ooh, yeah. I think index cards could work well with my post above as well.
Ooh, yeah. I think index cards could work well with my post above as well.
Andy Kitkowski
Andy Kitkowski