(10-06-2014, 02:27 PM)Tiergan Wrote:(10-06-2014, 01:51 PM)Verad Wrote: Another option would be The Mountain Witch, whose only real statistic is Trust - how much do you trust the people around you? The more you do, the more they can help you by boosting your dice rolls, but the more opportunities they have to betray you. Great for lengthy storylines where a few people will be together for an extended period of time.
This sounds AWESOME. Â I'm really curious on how the Trust stat works and how it gives people more opportunities to betray. Â It sounds like it really pushes things to be a lot more narrative.
It's been a while since I've done this, so I may not remember all the particulars, but here are the generals:
At the start of a campaign of Mountain Witch, players take some arbitrary means of determining initial trust. In the corebook, this is their sign in the Chinese Zodiac, which tells them which characters they are neutral towards (2 Trust), favorable towards (3 Trust), and hostile towards (1 Trust). A similar system could probably be put together in FFXIV based on the astral and umbral moons.
In game itself, characters need not have equal levels of trust. For example, say we have Verad, Nat, and Roen in the same game, to use my more recent RP. Verad might have a very high level of Trust available for Roen, probably 5 or more, while Roen may not have the same level. He might have a very low level of Trust for Nat, while Nat may have a more neutral amount of it, etc.
In-game conflicts are determined by each participant rolling 1d6, with high roll winning, and the quality of success determined by the difference between a high and a low roll. Other players can intervene in a conflict by spending the Trust given to them. Spending a point of Trust to help a player gives them an extra 1d6 to add to their total. Spending a point of Trust to betray a player gives their opposition a +1 to their total. However, only one point of Trust can be spent to help, and any amount of Trust can be spent to betray.
This assistance need not be direct, and a character need not be physically present to help/betray. As Freelance's game indicates, Trust is used for narrative control. It could be that using a point to help a player is just a means of inspiring a character to think of their friends and perform more effectively, etc.
Gameplay is divided into "Chapters," and at the end of each chapter, players can choose to either give a character more or less Trust. If you give them more, they get an extra point of it, but you can reduce how much Trust you have by any amount, even down to 0. So, again to use the same characters, at the end of a chapter, Verad might begrudgingly respect Nat based on in-game actions, and therefore give her an extra point, bringing her total up to 2 for the next chapter. Nat is under no obligation to give Verad more or less trust, and so keeps her value constant.
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Current Fate-14 Storyline:Â Merchant, Marine
Current Fate-14 Storyline:Â Merchant, Marine