I’m trying to rework the playbook xp triggers system, basically instead of having set triggers players will choose…

I’m trying to rework the playbook xp triggers system, basically instead of having set triggers players will choose…

I’m trying to rework the playbook xp triggers system, basically instead of having set triggers players will choose two from a list of hopefully many it’s nothing massive, but either adjectives are impossible or John used all the good ones 😉 So far I’ve got improvisation. I would love some of your guys ideas.

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4 thoughts on “I’m trying to rework the playbook xp triggers system, basically instead of having set triggers players will choose…”

  1. Ok, I’m not really sure what your hack is about, or what you’re trying to aim for, but here I go: Flamboyance, Destruction, Social Pressure, Fanatical Fervour, Seduction, Excess, Turncoats and Corruption… fuck this is a lot harder than I thought it’d be. And these aren’t even very good ones either.

    A lot of the base blades ones are based on action rolls though, so the best ones will be synonyms of those I guess? Maybe there’s some for the more obscure actions like Wreck and Consort that haven’t been taken?

  2. Yeah I think your right on that being why its hard, I sat down thinking it would be easy and came up with squat. The point of the hack (I should note I’m hacking the whole game for a sci-fi setting) is to give more variety to the pcs.

  3. Hmm, well maybe start by writing down some themes for each playbook (or conceptual archetype/sci-fi trope if you’re going classless), and then try working those into triggers?

    For example, maybe a space pirate would be all about Anarchy, Plundering and the Pirate Code.

  4. Yeah, it really needs to come from what you want the feel of your hack to be generally, and the types of behaviours you’d want to reward characters for more specifically.

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