Saturday, December 17, 2011

To Feat or Not to Feat

As most of us who have played role-playing games before know, once the basic stats, abilities or skills are laid down, then we often get to choose a bonus power for a character. For the most part, I think this idea is cool, but I do not believe that it should be doled out in a systematic progression. Like any skills or bonuses we might achieve in real life, these advantages are part and parcel of who we are and the story of our lives.

Eagle Scouts earn their way. Black belts are earned. Invitation to join social groups such as Freemasons are often extended to those who have made efforts in society. Most colleges only accept applicants who have the proper credentials, etc.

Of course, we often find in the modern world that devoting time, money and effort will get us most of what we want. In a medieval setting, the really interesting pathways to knowledge and power were adventures in themselves. It was a different set of rules from our modern world. Might was right and it damn well took what it wanted. Knowledge was often hidden and its access very limited. Secrets were everywhere and ignorance of what lay just 10 miles distant from someone's own home was standard. Add magical power to the scales, and I believe there are many possible stories to be told.

Rules, of course, are all about defining the what, when and where. In this case, players should be given story lead options for their characters. Your character lives in dreamland provence, and the local militia offers training in these weapons, fighting styles (feats) and skills. These religions offer opportunities for their followers. These local guilds or industries (like fishing in a seaside village) offer this array of skills and feats, etc. Social organizations and familial ties could offer yet more opportunities.

Each advantage is situational. Example: Liam gets a +3 bonus for using a targe from his homeland (in addition to the targe's defensive rating, due to special training he received as a young man from the Shieldmaster Angus McLean of his village. It does not apply to other shields Liam might use. Perhaps their is a fierce clan pride bonus whenever Liam wears his tartan or the badge of his clan. Perhaps this is only triggered when the opponent insults his clan and the bonus is plus +4. The amount of the bonus would be tied to the story and the character of Liam.

As the story advances, Liam's bonus could change. Liam could have slain a wyvern that was attacking the village, making him a local hero. This could mean many different situational bonuses while Liam is in the local area, and it could also add to the ferocity of his defense of that area's honor. The bonus could grow from +4 to +6 when opponents insult his village, etc. The possibilities are endless, but they should be determined by the character's actions and work with the story.

This would also hold true for knowledge. If Liam travelled to Egypt, he would certainly start acquiring knowledge about Egyptian culture, and perhaps some skills of that culture. Exposure to new information will slowly add understanding, while determined study will foster quicker growth of knowledge or skills. As mentioned above, opportunities to gain are always there and central to the story. The Gamemaster will award special bonuses in reflection of character actions and efforts. They would not be awarded by gaining 'levels' or accumulating points.

Consider the ramifications of this type of progression. One character, Dirra, is always scouting ahead of the party. Naturally, skills associated with a scout will grow with all of Dirra's effort in that role. Concentrated effort by Dirra to study the tracks of every creature they encounter would grow a tracking skill. Detailed study of plants would foster herbalism, etc. By not just picking a skill from a list, the character who has just been though a long dungeon doesn't suddenly gain charioteering. The player directs the character's efforts toward that character's goals in the story. The gamemaster awards progress as the story unfolds.

As skills are earned this way, so are special powers. Again, these are all awarded in story based on the character's action, and never chosen from a list. It is the character who dared to pull the sword from the stone, drink from the mystical fountain, walk through the magical mirror, etc who is forever changed. Some powers are only obtained through special quest, or only after joining a certain group (Wu-tang clan does not teach outsiders).

In my mind, this opens a whole world of possibilities for discovery and is much more realistic in terms of how characters should accrue skills/powers.

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