Using Destiny point as a GM

By damnkid3, in Game Masters

My question is related to using Destiny points as a Lead Narrator, and hoping to get some examples of how you are handling it.

When I'm running the game I want to use more of the destiny points as a GM in a Narrative manner, hoping this will inspire my players to use them in a narrative manner as well. The challenge I run in to is when to use them or how to use them versus just adding the scenario as part of the story. It feels like I'm giving them back freely to the players versus using them as challenges.

My basic thought are the opposite of how the players use them, so to make gear be forgotten on the ship, or something happened to their contact where they not available.

Can you give me some examples of how you are using them narratively in your games to help me understand or get a better grasp of how to handle this in my game?

I think it's a great way to use them, and from what I understand the devs agree.

I have used them to help bad guys escape, that way it isn't just blatant cheese.

I have also used them to make a piece of equipment fail, or to have reinforcements show up for the bad guys.

I would say avoid using DPs to counteract a player DP usage, and to not use it in the same way more than once.

The principle here as I understand it is that you are softening the blow of some fiat action by saying "here I will trade you this light Side Destiny Point for what I am doing." By all rights you have control of the narrative and can do whatever you want, but this makes it have some reciprocity.

I think the rule of thumb is, "could this scene be made even more entertaining by ratcheting it up?" If the answer is yes, then spend that Destiny Point! The economy of Destiny Points is intended to be a flowing exchange, not a trove to be hoarded (although that is a valid tactic too.) That said, you asked for examples:

My villain is about to lose all his minions, flip a Destiny Point to make his escape

Two ships are speeding through an debris field while dogfighting - definitely fliip that Destiny Point to upgrade the Difficulty

The PCs are trying to negotiate a better deal with a cantankerous Hutt, and they blasted up his garage on the way in. Flip a Destiny Point to make upgrade that next social check.

I think a lot of GMs feel like flipping a Destiny Point is counter to the edict that the GM is the player's biggest fan, so it would make them a jerk. That's a tough mental block to overcome. I still turn it over in my head, but I'm a big softy.

I'm hawkish on letting them use them for gear. Particularly in cases where its something they should've known to bring. It becomes too convenient a crutch replacing them thinking and planning. Plus there's Talents like Utility Belt and Contraption that are much diminished by that use. If they did do a total duh I might let them, but I take all of them.

My one Force player I had once had a good use, other PC with him took the death next round hit from some Stormtroopers, he flipped a DP, surrendered as they knew he was a Jedi on the run, and asked them to have their medic save his buddy. I thought it was a good use.

2 hours ago, 2P51 said:

I'm hawkish on letting them use them for gear. Particularly in cases where its something they should've known to bring. It becomes too convenient a crutch replacing them thinking and planning. Plus there's Talents like Utility Belt and Contraption that are much diminished by that use. If they did do a total duh I might let them, but I take all of them.

Well, that's one less Destiny Point they're going to have later, but I do agree that as you describe I would level a hefty ಠ_ಠ and allow it.