gm use of destiny points

By Kalrunoor, in Game Masters

I ran my second session yesterday and things went well but i found myslef unintentionally hoarding destiny points primarily because i didnt know what else i could use them on besides upgrading checks, suggestions?

Well classic examples are using them to give your Nemesis a way out if you want to use him in future sessions. If he's getting beat up then you can flip one and say that he activates a hidden jet pack, smoke grenade or the like and have him attempt an escape out of it. Players trying to escape out of somewhere and you want to make it more interesting? Flip a DS point and say a group of stormtroopers are waiting on that elevator they have to take to go downstairs.

*SPOILERS FOR BEYOND THE RIM*

There is a chase scene in Act 1 where the players have to rescue a stolen droid. I had players in three different areas when the challenge started, but to make it interesting I flipped a DS point to have a Bounty Hunter they met earlier step in during the commotion and attempt to get the player with a bounty on his head and take him back to his ship. These are a few examples of how I have used them in the past.

One thing that might make it feel more dynamic when upgrading dice is to always have something in mind for a Despair.

In a lot of the pre-written adventures and examples from FFG, they'll describe a skill check with a specific result that might happen if they roll a Despair.

We recently ran a game where the players were in a firefight near a ferocious lylek beast, who was tethered up but was slowly breaking free of its bonds.

I, the GM, spent a Destiny Point on almost every shot the players fired in that battle, and in one case a Despair did come up. This meant that a stray shot hit the lylek, and it broke free of its bonds and charged toward the PCs and their enemies.

I'd had this in mind as the reason for using the Destiny Points. Rather than just trying to make the shots harder, if you have a specific outcome in mind it can help make combat more dynamic.

I often upgrade difficulties of player checks on things that aren't mission critical. It adds an interesting flavor possibility to an often mundane roll, and helps move the destiny points back to the players.

What does a despair get you on a routine negotiations check to buy a new blaster? Excitement, that's what.

I also have the "no counter destiny point flip" house rule and this really makes it fun when there is a skill check that the players feel they need to win. When I use the destiny point they kind of panic and watch the outcome with a cold sweat. This also makes them want to use them as well.

I sometimes use them for side events to trigger. Something like the players are sneaking around to well and I really want them to go through a scene. Flip a DP and the alarms start ringing. Its also good for a hyperdrive failure at a critical point if your ship is less than reliable. "Watch this... *Errrr-rr-r*"

In a game I'm in, the social PC convinced some port customs NPCs to leave us alone for a time. During a climactic moment of a scene, the GM flipped Destiny to have them show back up which made it incumbent for the other characters to think up a ruse as to why they were where they were.

I've also had problems using destiny points, mainly because finding the right rolls to use them on can be situational. I don't want to hose the players on an already difficult roll (defined by their chance to succeed at the roll). So like mentioned above I like to use them on rolls that aren't mission critical or to make easy rolls more interesting. Or the rare times I need to save a plot critical NPC.

I'm kinda torn about using them as the GM to introduce plot elements. I like the idea of having that option to so I can keep the pool balanced, but at the same time as a GM I can introduce those elements without spending DP and I don't want to mislead my players into thinking I have to spend DP to send twist their way. If there comes a time that I don't spend a DP they might get upset.

I could see using a DP to add something to the plot to counter what the players added (seems fair) or to add something that was mentioned as not being there (ie the villain doesn't have a jetpack. (Later in the encounter, DP flip) The villain has a jetpack!)

As GM, why would you need to flip a Destiny Point to have some NPCs come back and threaten the PCs?

Isn't that just your prerogative as GM?

Personally I have used Destiny Points to upgrade dice rolls but haven't had occasion to use them in any other way so far.

Sure, a GM could just force the situation. However, I use the DP flip for NPC life extention, story change, etc as a way to boost the player's confidence that "I had to use a DP" to continue my story even if I didn't. Its also a good way to show players how to use DPs for their own benefit. Once players start realizing the benefits, it makes it less likely that they'll get frustrated by a plot puzzle or twist. How many times has a party gone into a room in D&D, fail a spot check knowing that there is a secret passage in here? "I search the room 800 times!" EotE give the party a means to overcome these types of problems. Its also fun to use a DP for an NPC to overcome the PCs hard thought out trap (evil laugh).

Edited by Dharus

That's cool, I will try that out in my own games!

As GM, why would you need to flip a Destiny Point to have some NPCs come back and threaten the PCs?

Isn't that just your prerogative as GM?

Personally I have used Destiny Points to upgrade dice rolls but haven't had occasion to use them in any other way so far.

One PC had succeeded quite well at bluffing the NPCs to leave us alone. For the GM to just ignore that success and bring the NPCs back without using his resource would have been greatly deprotagonizing for the player, not to mention outright obviating his chosen mechanical assets.

I used one when a Rival NPC Bounty hunter was pegged by a PC and was down to only a couple of wounds. A convenient

Binary loadlifter was nearby for him to take full cover behind.

I also flipped (a light one) when a PC couldn't come up with a cheesy disguise to get past a guard.