While preparing this weeks game I realized that I'd really like to have some positive conditions to reward my players with. Now I don't have SoF yet, so I don't know if thats covered there. But so far I only have the 'Inspired' condition to give out. Anyone else think there is a need for positive conditions? What would be good ideas for those?,
Positive conditions
AlephTau said:
While preparing this weeks game I realized that I'd really like to have some positive conditions to reward my players with. Now I don't have SoF yet, so I don't know if thats covered there. But so far I only have the 'Inspired' condition to give out. Anyone else think there is a need for positive conditions? What would be good ideas for those?,
Well... fortune points allways seems nice, can say they each get 1 extra fortune point for the remainder of a scene.
Or shuffle through the talents, and decide to slot one in the group card, lasting till the scene ends.
Can't remember which positive condition cards comes with SoF, so no clue what you're missing.
You are right of course, there are lots of ways to reward the players already in the system. I just think that positive conditions would add nicely to the repertoire to award individual players. Let's say a player tends to a wounded traveler close to an ancient Shallya shrine. Wouldn't it be nice to give him a 'Blessed by Shallya' condition card instead of just saying 'you get one fortune die till the end of the act'. Plus, there are many negative conditions to throw at them and insanities and so on. It would be nice to have a counterweight. But maybe that would ungritty the setting....
I get where you're coming from, but I think you have to know what conditions you want to represent before you can think about dishing out 'rewards'. Most conditions hamper players because they show the effect of something bad happening to them. I'm struggling to think of many good things that could happen (that have a similar duration to conditions) that are not already covered elsewhere. 'Inspired' is a good example of a temporary positive condition, but I would expect most others would simply allow players to remove some fatigue/stress or be inspired.
Oh, you do also have 'drunk' as a card with not always negative effects!
Isn't the "inspired" condition an example of a positive one already?
As noted, many positive situations can simply be handled with fortune dice.
Yes, I stated in my original post that we have 'inspired' to dish out. However, it can get kind of boring to be stuck with handing out fortune dice whenever the PCs do something right.