I’m gutting your system… I’m so sorry… I feel like a serial killer… Somebody, please, stop the horror! Aaaanyway, another system dissecting hack from that darn bard guy…
Motivation
I was thinking about the mechanic where you use traits against yourself and it provides a resource you can use to recover and perform other camp activities. It’s a great mechanic in that it encourages you to play the depth of your character’s traits and provides a limit to camp at the same time… umm… it’s just… well… it feels obtrusive. I have to think about camp all the time. I have to decide, oh I need to camp, and then choose to play up a trait, not for the rps, but so that I can get a resource to use for something that seems to be completely unrelated. Look at Fate and Persona as a counter example. You aren’t thinking hey, I could use some fate in a couple minutes, better actually roleplay here for a bit. Instead you are continually immersing yourself in your character, playing up their beliefs and instincts, and if you do it well you get a reward at the end. And the reward feels right. It’s your dharma, it’s your self-actualization, and it’s monetized! Yum! You become more awesome when you are the best you that you can be, even when that you is a flawed human being. Genius! Checks just don’t feel that way to me. They make me feel like I’m being blackmailed into playing my character, not rewarded for it…
So… great mechanic… makes me feel dirty and takes me out of the immersion. Can we serve the intents of the mechanic without crossed purposes? Can we encourage players to play the downside of their traits and make camp a scarce resource without conflating the disparate notions?
Camp without Checks
You don’t need Checks to camp. Instead the GM will keep track of a Camp Security counter, which can, and often will be, negative. When you would gain a bonus on the camp events table you instead add to the Camp Security. Every time the GM rolls on the camp events table he adds the current Camp Security. When you first enter the camp phase, after the initial roll on the camp events table, you decrease Camp Security by one.
The Watch
During camp you should keep track of turns as you would with the Grind, however this is not the Grind, it is now the Watch. Every fourth turn Camp Security decreases by one and you must then roll on the camp events table again.
While your Camp Security is less than 0 every successful turn outside of camp improves it by 1. Successfully applying instincts does not improve Camp Security in this way.
GM’s Note: Decreasing Camp Security can be a good compromise for a Drive Off or Flee conflict. The enemy is still out there, and now they know you are too.
Camping too often or spending too much time in camp makes you a sitting target for mischief and mayhem. Will you stick around and recover more, risking the disaster that awaits you? Or will you pick up camp and keep moving, pushing through the exhaustion and pain?
Instincts still allows you to test without a Check. The GM does not increment the number of checks against you, nor do you have to roll against the camp events table.
I think this would work well with my “To Life!” hack. Spending life points during camp does not count as a Check and does not require rolling against the camp events table.
Fresh, Hungry, and the Grind
If players are camping after every third turn to avoid ever having to eat or drink, consider adding the following rule for added challenge:
Every time you leave camp you become hungry and thirsty if you did not drink or eat during camp.
Traits for Rewards not Bonuses
No more +1D for using a trait to benefit yourself. No more checks for using traits to hinder yourself. Traits are no longer a mechanic, they are a part of your character that you either play or don’t, so instead…
At the end of each session we do a modified and abbreviated “winter phase” type thing. Each person at the table including the GM names one action or bit of roleplaying that they think expressed something about another character. The GM then extracts an adjective from that description in the form of a trait. If the character already has that trait or something like it, then they get a fate point. If they don’t then they may add that trait to their list or replace one of their existing traits with it.
Working Toward Goals as Bonuses not Rewards
Since I’ve added a new source for fate points with traits, I decided to remove the fate point for working toward your goal (though you still get a Persona point when you achieve a suitably challenging goal). Instead the players can once per session add +1D to any test they make that is working toward their goal. If they have the same goal for more than one session then they may gain this +1D twice that session.
Alternaltive - Simultaneous Actions
During camp the party isn’t usually all together doing the same thing. This alternative works the same way as the above rules but with the noted changes.
The Watch advances every turn in camp instead of every four turns. During each camp turn each character may take one action or help, but not both.
Alternaltive (original post, for posterity)
Traits and Checks
Every time you leave town put a minus next to each trait. When you use a trait against yourself on a test that it was possible to pass, you may erase the minus or, if you have already done so, put a check mark next to that trait. If at any point you return to town with a number of check marks equal to your Nature then the level of that trait increases. If you return to town with a minus next to your trait, then the trait goes down one level. If the trait is already level one and it is not your last trait, you lose it!
Ignore any of the core Torchbearer rules that allow you to level up your traits, but continue to apply any rules that allow you to take new traits or replace existing traits. Removing or replacing a trait removes all check marks. A new trait starts with no check marks.
Checks and Help
You may spend a check mark for trait advancement to advance with help as per the normal rules. If you spend the check mark in this way it no longer counts for trait advancement.
Questions and Concerns
Is the Watch a reasonable replacement for Checks? Is it too harsh or too lenient? Is it too crunchy or time consuming?
Does the mechanic of improving Camp Security as the players complete successful turns work? Does it make sense? Does it feel right? Is it too harsh or too lenient?
Would you use a trait against yourself with these rules or would you forget about traits altogether? Would traits level up to quickly with these rules? Is there a risk that they would be used too frequently?