Tips for building an alternative force tradition

By Luahk, in Star Wars: Force and Destiny RPG

Just need a general guide. Also is there a jedi one somewhere?

Well, as the guy that wrote that part of the book, I think I can probably help you here. First, as for the Jedi, they are the "default" mentor presented in F&D Core Rulebook, so they give a 5 XP discount on all base force powers, and have no drawback.

As for guidelines for making your own, I confess I didn't really devise a system, I just kind of eyeballed it all and focused on what "felt" right for lore purposes. That said, the more powerful a discount you give the tradition, the nastier the drawback should probably be. That the Sith cost so much to buy off has more to do with lore (forever will it dominate your destiny) rather than mechanics. But generally speaking, each tradition only benefits the XP cost to 3 different Force powers, and has a narrative drawback that generally governs how/when they can use or feel justified to use those powers. The latter point is generally more important, and you can see a lot of drawbacks can add Conflict, which can impact a player's morality in short order if they don't adhere to their tradition's rules. Others need certain props or whatever in order to access their Force powers. The Gand need their mists, for instance. Other traditions might require other items or rituals to use their Force powers.

Things to stay away from:
This is not the place to create new Force powers. For instance, I wouldn't try and create the Dathomir Witch zombie raising ability within their mentor rules. But I would probably do something related to their rituals or that green mist stuff they use, and make that somehow a requirement for using Force powers.

This is not the place to create new talents or give them away. Benefits should generally be limited to XP discounts on Force powers. The only place I break this is with the Baran Do, and that was basically to backdoor reference Plo Koon's Electric Judgment (basically a light side Force lightning). Generally speaking, stay away from this sort of thing as much as possible. It just opens the door far too much to potential abuse and imbalance. For instance, if you wanted to create the Jensaarai, light side Sith ish people that use armor, you might be tempted to give them some kind of free armor talent, or a discount on existing armor talents in Artisan or something. I'd recommend staying away from that. It'd be better to just encourage them to multi-spec with the flavor text by emphasizing the armor and it's creation as being similar to the Force connection focus Jedi get from creating and wielding their lighsabers.

Overly complicated benefits or drawbacks. This is really just for having a Mentor. Remember that these mechanics are there just to sort of flavor the Force use. The mentor is still a living, breathing character (or perhaps a non-living character, be it a droid or holocron or whatever) they are getting this ideology from. This game is built to focus on story and character first. So make sure that is what is taking center stage over something that feels mechanically complicated or bean-counting-ish. Drawbacks should have a narrative component to them. Something that defines moral use of the Force or the process of using it in game. It should create story complications, not rules complications.

So to sum up, stick to XP discounts of about 3 appropriate powers for the benefit, and find a narrative drawback, and let the lore of the Force tradition inspire you! Love seeing what people come up with for these, so I'd love if you posted it on the forums when you're done!

11 hours ago, KRKappel said:

Well, as the guy that wrote that part of the book, I think I can probably help you here. First, as for the Jedi, they are the "default" mentor presented in F&D Core Rulebook, so they give a 5 XP discount on all base force powers, and have no drawback.

As for guidelines for making your own, I confess I didn't really devise a system, I just kind of eyeballed it all and focused on what "felt" right for lore purposes. That said, the more powerful a discount you give the tradition, the nastier the drawback should probably be. That the Sith cost so much to buy off has more to do with lore (forever will it dominate your destiny) rather than mechanics. But generally speaking, each tradition only benefits the XP cost to 3 different Force powers, and has a narrative drawback that generally governs how/when they can use or feel justified to use those powers. The latter point is generally more important, and you can see a lot of drawbacks can add Conflict, which can impact a player's morality in short order if they don't adhere to their tradition's rules. Others need certain props or whatever in order to access their Force powers. The Gand need their mists, for instance. Other traditions might require other items or rituals to use their Force powers.

Things to stay away from:
This is not the place to create new Force powers. For instance, I wouldn't try and create the Dathomir Witch zombie raising ability within their mentor rules. But I would probably do something related to their rituals or that green mist stuff they use, and make that somehow a requirement for using Force powers.

This is not the place to create new talents or give them away. Benefits should generally be limited to XP discounts on Force powers. The only place I break this is with the Baran Do, and that was basically to backdoor reference Plo Koon's Electric Judgment (basically a light side Force lightning). Generally speaking, stay away from this sort of thing as much as possible. It just opens the door far too much to potential abuse and imbalance. For instance, if you wanted to create the Jensaarai, light side Sith ish people that use armor, you might be tempted to give them some kind of free armor talent, or a discount on existing armor talents in Artisan or something. I'd recommend staying away from that. It'd be better to just encourage them to multi-spec with the flavor text by emphasizing the armor and it's creation as being similar to the Force connection focus Jedi get from creating and wielding their lighsabers.

Overly complicated benefits or drawbacks. This is really just for having a Mentor. Remember that these mechanics are there just to sort of flavor the Force use. The mentor is still a living, breathing character (or perhaps a non-living character, be it a droid or holocron or whatever) they are getting this ideology from. This game is built to focus on story and character first. So make sure that is what is taking center stage over something that feels mechanically complicated or bean-counting-ish. Drawbacks should have a narrative component to them. Something that defines moral use of the Force or the process of using it in game. It should create story complications, not rules complications.

So to sum up, stick to XP discounts of about 3 appropriate powers for the benefit, and find a narrative drawback, and let the lore of the Force tradition inspire you! Love seeing what people come up with for these, so I'd love if you posted it on the forums when you're done!

Thank you very much. When I have finished I shall update it here :)

While I can't give a more definitive answer than that, I can say one area I use to give flavor without upsetting balance is in the destiny pool. I started with a party of mixed light and dark force users, so we were already using the 'add a light side/flip a light side' mechanics. Through good role playing, two of my characters ended on more of a balanced path, intentionally channeling either light or dark as story appropriate for the task at hand (even to the point of unnecessarily spending strain and destiny on rolls they would not have to). I changed their destiny mechanic to reflect that balance - now at the start of session, they roll 2 dice and choose which to add to the pool. Once they had progressed to the point a light or dark side user would be gaining strain or wound, I instead give them the ability to reduce strain costs for accessing the side of the force they don't naturally channel. If they attain a full mastery, they may choose before the roll which side of the force they are using.