I’m considering the idea of building an Adventure Time themed hack using Blades. I’m not sure how it’ll work but right now it’s just ideas in my head and I wanted to probe the community for some balance theme stuff.
What do you guys think about “positive” trauma? Or like transforming your trauma. In Adventure Time transformative growth is a big part of that show and I was thinking about using trauma as a mechanic for that. You would start out taking traditional forms of “negative” trauma (maimed, heart broken, enraged) and then somehow over the course of the story your character could overcome that trauma (maimed becomes whole you may not have your arm back but you’ve come to terms with the loss and the person you are now etc etc) . I’m curious if going after “risks” like traditional negative trauma is too important to creating conflict and balancing stress pools or if you could still balance the game with intermediary negative trauma that moves to positive trauma and encourages more positive solutions and actions.
I know positive and negative aren’t the best ways to describe what I’m talking about and the forms of trauma as they stand but it’s the best way I could think to differentiate them for conversations sake.
I’d love to hear what anyone that’s experienced with modifying the system like that or has delved into balancing stress pools and encouraging conflict heavily thinks. And also anything from anyone who’s also an Adventure Time fan and if you think that’s the right approach in incorporating the elements I’m going for.
Instead of gaining negative trauma during the course of play you could have a number created during character generation. Then as the game progresses you overcome those trauma by becoming whole (or whatever), and eventually once you’ve overcome all your trauma you no longer feel the need to lead a life of risky danger. This would probably require reworking, or at least renaming vice and trauma though to something a little more positive. Growth and hobbies? By taking risks on missions your character learns more about themselves and grows a little bit as a person, until the growth track fills and they overcome one of their traumas. In between missions they can take part in mindless hobbies which bring them back to their status quo.
Hmmm, I don’t know if Trauma’s the right thing to swap over though. Like, a mechanic that actively stifles character growth isn’t exactly a great thing to have.
Although, I guess it does simulate characters fighting against change right up until they encounter something worth changing for, which could be an interesting concept.
Adventure time is an empowering show. As such I think it makes sense to just give people “convictions” or something that serve as a reward for going through difficult adventures (via xp rewards)
Justin Ford Yeah that’s part of why I didn’t feel like trauma inherently fit as an end game mechanic. However I feel like a lot of Adventure Time’s empowerment comes through adversity and trauma. Almost every character grows through loss to becoming greater than they were so the idea of trauma as a transition to an empowered trigger kind of made sense in my mind.