The concept stands though. I got a good bit of feedback from some amazing people that I’ll list at the end. Credit where credit is due. First, let me give you some insight into my thought process. There were two blog posts that led me to this recent series of blog posts.
The Planes are Characters
The first was one from Fred Hicks of Evil Hat Productions found here, in which he talks about Gumshoe (which I almost nothing about). The part that struck was actually in relation to Fate, and I’ve replicated it below.
Designer’s note: Folks familiar with my blather about how — in Fate — “everything is a character” might notice a similar principle at work in both of these long term themes. Each takes the notion that Gumshoe is a mystery game and decides to locate some of that mystery in the characters themselves, directly or indirectly.
Everything is a character? Light bulb! The planes are a character! They have “motivations” (really there is a dominant philosophy at work while there). Let’s run with that.
The Planes Impose Stresses
Next was a post from Ryan Macklin (from the Internet) about hacking stress in Cortex+. I took that general concept and added to my the planes are characters. Light bulb! The planes have motivations / philosophies that they impose on visitors (our brave adventurers).
Characters Have the Power
Both Adam Minnie (Twitter, Google+) , Cam Banks (Twitter, Google+), et. al. weighed in on Google+ to ask questions and help me clarify my thoughts on it. Big thanks to them and Fred and Ryan for the inspirations.
Cam in particular led me to the following mechanic which I will steal shamelessly for use. The quote is below:
In general, I prefer situations where the player gets to choose whether or not they do something bad for their character without the GM pushing that button mechanically. Distinctions for example earn you a d8 for your roll OR you get a d4 (still technically a bonus, but more likely to roll a 1) AND a Plot Point. Because the game revolves around the PP economy, this is an interesting choice to make and not only affects the narrative, it puts it all in the player’s hands.
For now, I’ll put the power in the character’s hands by allowing them to add a d4 + Action Point or d8 for any roll in which they let me “push the stress button.” That may not give me the incentive I want, but we’ll use it for now.
This presupposes that I’ve made the characters use motivations instead of alignments, and I’m perfectly fine with that. I think the motivations (which I might call a worldview) have a better feel than the old alignment system. It will also help take care of Lawful stupid and Chaotic stupid hopefully.
So I’ve think we’ve made some progress and given you insight into my thought process. I’ve been accused of making weird connections before, but I think this is all pretty reasonable. Leave a comment or ask me a question below. Think I’m on to something here? Something you might use in your own game? You can fire off a tweet to me on Twitter or a post on G+.
Also, be sure to check out the Planescape 4E page for links to all the pages.