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Thread: Destiny

  1. #1
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    Default Destiny

    So, I've been reading FFG's Age of Rebellion and I really like the Destiny mechanic in the game. So I've converted it for D6 use and added some extras. I intend to use it in my next game. Have a look at see what you think.


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    Destiny

    Player characters are cut from a different cloth than most NPCs that populate the galaxy and they are intimately connected to destiny world around them. Destiny is that special spark that elevates heroes above commoners, imbuing an individual with enough significance in the galaxy's events to be a Player Character.

    Over the course of the characters’ adventures, destiny may intervene on their behalf for good or ill. Destiny may manifest in a positive way and provide a temporary advantage or boost to a PC's abilities. Or destiny may prove an ill omen and impose additional hardships and complications.
    The concept of destiny and the Player Characters' ability to tap into and influence this resource is represented by Destiny Points. Destiny is interwoven with the Force, which pervades the galaxy with both light energy and dark energy. Destiny is one way the Force guides and surrounds the characters.

    Destiny Points are a resource that can be used by either the players or the GM for a variety of different effects. For example, Destiny Points may be used to upgrade Skill Rolls or Difficulty Rolls, or influence the world and narrative around them.

    Destiny Pool

    Like the Force, destiny has both a light side and a dark side. Light side Destiny Points favour the characters and can be used to aid them in their actions. Dark side Destiny Points impede the characters, and are used by the GM to imperil and complicate their actions. However, the light side and dark side are two sides of the same coin, struggling for balance, enduring the other side's strengths, and exploiting the other side's weaknesses. As the pool of light side Destiny ebbs, the dark side's Destiny Pool grows. As dark side Destiny Points are consumed, light side Destiny Points are replenished.

    Preparing the Destiny Pool

    To determine the current Destiny Pool, at the beginning of each game session, each player with a Player Character rolls one D6 (the GM does not roll) and consults the table below. The results rolls are tallied to become the starting Destiny Pool for that session.

    Roll Result
    1 2 dark side Destiny Points
    2-3 1 dark side Destiny Points
    4-5 1 light side Destiny Points
    6 2 light side Destiny Points

    For example, if a player rolls a 4, they add one light side Destiny Point to the session's Destiny Pool. If a second player rolls a 1, they add two dark side Destiny Points to the Destiny Pool. If a third player rolls a 6, they add two light side Destiny Points to the Destiny Pool. This would result in a Destiny Pool size of five starting with two dark side Destiny Points and three light Destiny Points.

    Once set, the size of the Destiny Pool does not change for that session. Before the next session, players will roll and generate a new Destiny Pool which may have a different number and composition of Destiny Points. While the Destiny Pool size is fixed for a session, the number of light side and dark side Destiny Points available can change frequently as players and the GM call on destiny to influence their actions.


    Tracking Destiny Points

    Destiny Points can be easily tracked using gaming tokens, glass beads, or any other convenient method. Two-sided tokens or chips work especially well. Ideally, one side is coloured or designated to represent light side Destiny Points, and the other side designated to represent dark side Destiny Points – Othello tokens are particularly useful.

    Using Destiny Points

    All players and the GM can tap into destiny by using the Destiny Points in the pool. There are several distinct ways players and GMs spend destiny. However, the Player Characters may only spend light side Destiny Points, and the GM may only spend dark side Destiny Points. When a player spends a light side Destiny Point, it is converted into a dark side Destiny Point after the current action is resolved. When the GM spends a dark side Destiny Point, it is then converted into a light side Destiny Point in the same fashion. Conversion takes place at the end of the action during which the Destiny Point was used, preventing players or GMs from immediately spending a just-converted Destiny Point. Destiny is a powerful resource, but it is limited. A player can only spend one light side Destiny Point during a single Round, and so should think carefully about how they want to use their destiny before doing so. The GM likewise is limited to spending one dark side point per Round.

    The following section explains the main ways in which Destiny Points can be used. Unless noted otherwise, either the players or the GM may use these options.

    A Helping Hand
    All characters have the opportunity to call on destiny to enhance any Skill Roll they are about to attempt. A player may spend one Destiny Point to add +1D to a single Skill Roll. The GM may spend a dark side Destiny Point in this way to add +1D to a single NPC Skill Roll.

    Raising the Stakes
    Destiny can also be used to help keep characters out of harm's way. Characters can call on destiny to make an opponent's Skill Roll more challenging. A single player may spend one light side Destiny Point to increase the difficulty of a single NPC’s Skill Roll by increasing the Difficulty of the roll by one step, e.g. an Easy Task Difficulty would increase to Moderate. The GM may spend a dark side Destiny Point in this way to increase the difficulty of a single player character’s Skill roll.

    Luck and Deus Ex Machina
    Destiny can also be used by the players to introduce "facts" and additional context directly into the narrative. The GM already does this by managing and directing the story, but this use of Destiny Points provides the players with a means to make contributions as well.
    Imagine the characters land on a planet they expected to have a breathable atmosphere, only to find a leak at the gas mining facility has rendered the air toxic. One of the players suggests spending a Destiny Point, saying "Good thing you remembered to pack those rebreathers last time we were in dry dock, Eshe." While none of the players may have specifically mentioned or listed rebreathers before, it's a sensible and creative addition to the game. If the GM agrees, the Destiny Point is spent and the player's contribution is now a true statement - there are rebreathers handy.

    Similarly, a player may spend a Destiny Point in this manner to suggest finding a spare stimpack while quickly scavenging through a medical facility, or introducing a terrain feature the character can duck behind for cover.

    Using Destiny Points narratively is a great way to keep all of the players involved and keep the story moving forward. However, the GM has final say over what is or is not acceptable. Players should not abuse this use of Destiny Points; the more outrageous or unlikely the suggestion, the more likely the GM will curtail the players’ use of Destiny Points. Ultimately, this use of Destiny Points allows the players to feel empowered as active participants in both the game and the story by rewarding creativity and roleplaying. If the Destiny Point use would fulfil this goal, the GM should consider allowing it.

    Path of Destiny
    Destiny may also be used by the Players when faced with situations where they are uncertain on how to proceed. By spending one Destiny point the GM will offer the players some additional insight into the situation or offer clues on how to proceed. This usage is intended to help keep the game flowing, but not to solve problematic situations that the players face.

    Destiny Point Economy in Gameplay

    All players and the GM are encouraged to use destiny regularly, creating an ebb and flow of destiny over the course of a session. While the players could theoretically "lock" all the Destiny Points and simply not spend any light side Destiny Points to prevent the GM from using dark side Destiny Points against them, this works both against the spirit of the mechanics and the setting. Players that horde their Destiny Points may find the GM using other methods of putting pressure on the group, forcing them to reconsider their plan. It's perfectly acceptable for the GM to remind the players about using Destiny Points in play, such as suggesting the use of Destiny Points if they are feeling overmatched by a tough enemy.

    The Player Characters are wrapped up in the fate of the galaxy, and through their adventures destiny will work both for and against them. When used wisely, Destiny Points provide tension and excitement by making routine checks more significant, adding an element of drama to the mundane, or helping provide a boost when the players are overwhelmed.

    The Limits of Luck

    Destiny is a powerful resource and should not be abused. Destiny must also be used wisely - each player can only invest one Destiny Point into any Skill Roll once per Round. The GM may also choose to invest one Destiny Point per Skill Roll per Round. This does introduce the possibility that both the player and the GM invest destiny into opposing Skill Rolls. The GM always has the first chance to use a Destiny Point. Once the GM has decided whether or not to use a Destiny Point, Player Character has the opportunity to respond and spend a Destiny Point as well.

    Destiny can be used in conjunction with both Character Points and Force Points normally, i.e. the +1D from spending a Destiny Point is never doubled in the case of the latter.


    Deano
    Last edited by Deano; 27 April 2014 at 01:34 AM.
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  2. #2
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    Default

    It's an interesting idea Deano. Do you envision this being used in conjunction with both Character Points and Force Points?

    That is, could a player augment their die roll with a couple of Character Points and then tap a Light Destiny to add another die? Or could a player announce they're going to use a Force Point and then tap some Light Destiny after they've doubled their dice?

    And do the Destiny stack from session to session, or does the Destiny reset at the end of each game session? So does a person roll in game session 1 and get 1 Light Destiny, and then in game session 2 they roll and get 2 Dark Destiny resulting in a total of 3 Destiny (at least 2 of them being Dark and the third being whatever it was at the end of last session)?

    I know you're brainstorming this, and I think it certainly has some potential, I'm just trying to figure out if you have ideas for some of these things.
    Try not. Do or do not, there is no try.
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  3. #3
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    Default

    Hey Grim, it's been a while.

    In answer to your first question, I've add the following statement to the Limits of Luck section:

    Destiny can be used in conjunction with both Character Points and Force Points normally, i.e. the +1D from spending a Destiny Point is never doubled in the case of the latter.

    As for the Destiny pool, it is reset each session as per the 'Preparing the Destiny Pool' section. Is this adequately explained there or not in your view?

    Let me know you thoughts

    Deano
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