Advanced Narrative Immersion Rules

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Hebitsuikaza

Jul 28, 2014 9:12:57

These are rules I am working on to help make a more character-driven campaign. I have viciously stolen these rules from other RPGs and modified them, I am not at all going to deny that. But, good ideas ought to spread. Forewarning that this is going to be quite a read. So TL/DR trolls need not bother to continue past this sentence.

 

Now, there are going to be those who say that they don't need these kind of rules. That they do all this kind of stuff perfectly and intuitively on their own. Well... great. This is more for the people who find themselves munchkining, rules lawyering, roll up a character that they can only describe as "elf.. rogue... and... thief background?" or those who find themselves sitting at the table not knowing what to do. These rules are to get them more involved and immersed in the game by putting right in front of them extra details about their character that they cannot forget and will be directly rewarded for carrying through (why should rewards come solely from murdering things anyway?).

 

But, I am not perfect. That's why I am offering these up for other people to look over and critique. Maybe the labels I chose for these things are wrong, maybe I am not being clear enough about how they are meant to work, maybe the mechanical bits are a little wonky and need tightening up, maybe I made horrendous spelling mistakes. Sure-- I am open to all honest critique.

 

There is also a more intense and detailed character background system I'd like to be able to put together, but the inherent min/max nature of the game doesn't allow for my original plan (background details adding or subtracting from stats through the point buy system) to be remotely functional.

 

Nature and Aspirations

Characters in fiction can often be boiled down to a number of very simple tropes. Although a good character can have a lot of minor details about it, it will be most memorable to other players if the personality of the character can be simplified and adheres to their expectations.

This is where Nature comes in. The most basic role you see the character fulfilling in their world, the essence of their personality is their nature. It should be one or two words that basically describe the core essence of the character, their personality and so forth.

However, many if not all characters are going to be less than happy about their true selves and will try to aspire or pretend to be something they are not. You can choose or create a second archetype that will describe what the character attempts to present himself or herself as which will be the character’s Aspiration.

Example Natures and Aspirations
  • Badluck Magnet
  • Battlefield Commander
  • Bigmouth
  • Bully
  • Champion
  • Charmer
  • Classic Princess
  • Cynic
  • Dandy
  • Drunk
  • Dumb Muscle
  • Eccentric Mentor
  • Eternal Loser
  • Flawed Hero
  • Fool
  • Fun Lover
  • Gentle Giant
  • Gold Horder
  • Heaven Seeker
  • Hell Seeker
  • Herald
  • Holy Child
  • Holy Warrior
  • Hunter
  • Idealist
  • Ineffectual Loner
  • Intrepid Merchant
  • Klutz
  • Loveable Rogue
  • Loveluster
  • Mad Mage
  • Magic/Steampunk Geek
  • Mercenary
  • Obstructive Bureaucrat
  • Old Soldier
  • Optimistic Do-Gooder
  • Pervert
  • Precocious
  • Rebel
  • Reluctant Monster
  • Sage
  • Seer
  • Servant
  • Soft Hearted Bruiser
  • Square
  • Starving Artist
  • Storybook Knight
  • Storyteller
  • Tower
  • Trickster
  • Truth Seeker
  • Wisecracker

Character Marks

It is said that destiny marks those who will be large players in it. It is a well-known trope throughout fiction that those who become major players in the world often have something unique or special about them that clearly marks them as not someone to be ignored. Often it is small sign from their past that their future might be great. Often these signs can be very unclear as to what they really mean, leaving their interpretation up for debate. Perhaps we know a person was affected by some way that may mean they could become a great force of good or evil, or perhaps it was nothing at all and they will die in obscurity before they ever achieve whatever destiny had in store for them.

 

Character marks are a way to tie the world into the character, providing evidence that the character is important in the continuing narrative of the world. They are specifically not meant to have any mechanical effect, but to rather be a story hook. However, perhaps there are times that these marks can lead to major resolutions for good or for ill or might occasionally, at the DM’s discretion, have very powerful mechanical effects, though perhaps only once when the meaning behind the mark suddenly becomes crystal clear at the climax of the character’s story arc. But for the most part they are there primarily to reinforce the idea that the characters are important to the overall story and cannot merely be swapped out at any second for any generic wanderer on the street.

 

Players should decide on their own what marks their character as special, there is a list of options here. It is up to the DM’s discretion whether their choice is appropriate to the plans the DM has in mind. Once the marks have been set, the DM should keep a small list of them by his  side and try to bring at least one up in every adventure. Perhaps the adventurer has that reoccurring dream again, perhaps the adventurer’s mysterious scar burns when danger is near, perhaps the adventurer comes across a dire enemy or powerful ally who has a similar heritage, perhaps the adventurers come across an ancient prophecy that seems to apply precisely what is special to the adventurer or a seer or fortune teller says that only those born under a certain sign can save the village and that just so happens to fit the description of the adventurer. Try to be creative, but feel free to be cliché if necessary.

 

Although it is usually best if everyone in the group has different character marks, sometimes the meeting of those with the same or similar marks could mean that they are tied together by kharma and that they are meant to work together to accomplish whatever fate has in store for them.

Example Character Marks
  • I am a descendant of a legendary hero (or villain) and people say I am reminiscent of him/her. (This could also be the illegitimate child of a current legendary hero or villain.)
  • I was born with a particularly odd birthmark (or physical feature) that is unique among my people.
  • A great tragedy befell me when I was a small child leaving me with a deep, visible scar, but I cannot seem to remember the details.
  • My parents were part of a fringe cult and I was born under some odd ritual. The authorities ended the cult and I was given to new parents, so I don’t know the details.
  • When exploring around my home as a child I came across ancient ruins (or an ancient artifact) that struck me with strange magic that didn’t seem to have any effect at the time.
  • There was a very strange astrological event when I was born that was said to be a great omen, but no one knows what kind.
  • I have strange vivid dreams every now and I think maybe I am seeing the future or through another person’s eyes.
  • I seem to be cursed by the fates somehow, danger and accidents always seem to seek me out—though so far I have survived it all.
  • I was initiated into a secret organization when I was very young, the organization continues to help me in exchange for favors but I know little of their true goals or agenda.
  • When I was a child, I nearly died due to an attack/accident but was saved by a miraculous and mysterious otherworldly power that expects great things from me.
  • Sometimes I seem to “remember” things that happened well before I was born as if they were part of some previous life.
  • I have a very unusual personality quirk that seems to show up at the worst of times—such as OCPD, multiple personalities, regression to a child-like state, kleptomania, manic-depressiveness, addiction, seeing patterns and conspiracies whether or not they are there, sadomasochism, sociopathy, etc.
  • I won an important local competition when I was younger.
  • I don’t know who my father/mother is, but the parent I was left with was always oddly evasive about the question.
  • I took or ate something that was meant to be a tribute to a deity.
  • I am able to see signs in the stars that tell me what will happen in the future. These predictions are usually very vague but they always seem to come true even if it is not how I expected.
  • I can see ghosts, but never when I want to. They seem to seek me out knowing I can see them and bother me with demands, they won’t go away until I meet them or have a priest exorcise them (which is sometimes only a temporary solution).
  • Animals behave very strangely towards me, sometimes being uncharacteristically friendly and sometimes reacting out of great fear or aggression and I haven’t been able to find a pattern in it.
  • I have had a small trinket with an unusual symbol on it for as long as I can remember. I am not even sure what the symbol means.
     

Goals

This works in direct conjunction with Ideals. While Ideals describe your character’s code, a goal is something a character wants to accomplish. A goal should be something that is very personal the character—probably the very reason they began adventuring in the first place. The goal should be something that can be accomplished, but only with considerable work. The goal is something that really hooks into the character’s motivation. Too often there are games where the players sit down and the characters participate in the adventure simply because it is there to be participated in—or the character’s only purpose is to make money and collect magical items to increase their own power. Greed may be a perfectly functional goal, but certainly not the most heroic one. Other times a threat has to directly present itself and the characters seek out to end the threat at its root as a rag-tag team, which seems quite odd if the place being threatened could rally an army to deal with the threat. It makes the NPCs seem quite lazy and complicit.

 

But by having a very specific and concrete goal in mind means that it becomes quite a bit easier to get the character and the player motivated in the outcome of the particular adventure. Whenever there is an opportunity to take a step towards that goal, the character will naturally be drawn towards taking it. Goals can also be used to tempt characters off the right path—evil beings might offer shortcuts towards accomplishing the character’s goals in exchange for assisting evil giving the character the chance to either give in to or resist the temptation. Goals should not be accomplished in a single adventure, but rather they ought to take several adventures to complete. A goal could well motivate a character from level 1 and not be accomplished until level 5 or level 10.

 

When a goal is accomplished, two things happen. First, the character receives an inspiration point and experience points equal to having defeated an opponent with CR equal to its level. But also, it creates an existential crisis. The player must answer the question—what is going to motivate this character to continue adventuring? Is there any reason for the character to not simply retire now that it has achieved its happy ending? If this question cannot be answered, then perhaps the character becomes a powerful allied NPC to the party and the player begins a new character with new motivation. But, if that question can be answered then the answer becomes the characters new goal.

 

There might well be times when character goals are going to clash, when the party has the opportunity to seek out fulfilling one of its member’s goals or another and they have to choose which to follow. This can create good inter-party drama as the players suddenly have very clear circumstances under which they can display their character’s alignment and ideals. It will also be possible that sometimes circumstances will occur where the character’s goal is no longer possible to accomplish. In such a case, the character doesn’t receive the benefit of having accomplished the goal, but will still have to face the existential crisis of whether to continue adventuring or to simply retire.

 

Although it might be cleaner to have every member of the party with the same goal, it is often unsatisfying and lacks the dramatic tension and complexity of all the adventurers having personal goals that they hold dear to themselves. However, as a campaign is closing to and end it may be useful to have all character goals coalesce around a single goal. Often when other character’s goals have been accomplished early on, their new goal might simply be to help the other members of the party achieve their own goals.

Example Character Goals
  • Pay off a large debt (500gp) to someone who can and will harm the adventure and the adventurer’s loved ones if it is not paid.
  • Avenge the adventurer’s slain family by bringing their killer to justice.
  • End a looming threat over the adventurer’s home that threatens to destroy everything the adventurer loves.
  • Discover an important and ancient secret that is being kept hidden by powerful people.
  • Surpass a rival adventurer who is part of another party or live up to the legacy of a past legend.
  • Achieve world mastery in a particular skill, art or profession.(+10 bonus to a skill or +5 in a tool proficiency)
  • Create a new settlement in the adventurer’s name.
  • Start and recruit people to an organization that can do good in the world.
  • Overthrow a local tyrant who oppresses the adventurer’s people.
  • Obtain or discover the location of a legendary artifact or treasure that others might think is a legend but you have proof is real.
  • Map out a region of the world that has not yet been fully explored.
  • Convert the people of a particular area to the adventurer’s religion.
  • Bring prosperity to the adventurer’s region or people who are currently suffering greatly.
  • Redeem the adventurer’s self for a grave and seemingly unforgivable mistake that the adventurer made in youth.
  • Find the adventurer’s one true perfect love.
  • Protect the person who is most important to the adventurer and in ongoing grave danger.
  • Achieve widespread fame and great wealth for no other reason than greed and vanity.
  • The adventurer has been lost far, far from home due to magic gone awry and needs to find a way back home.
  • Do whatever the adventurer’s lord commands and stick to that duty to the letter.
  • Fulfill an important promise to a loved one that has been made considerably more difficult than imagined due to circumstances.
  • Find out what happened to a particular person or group of people who vanished from the world suddenly.

 

Character Dynamics

With ideals, bonds, marks and goals you have well established who the character is as an individual. The character’s actions are now guided. But Dungeons and Dragons isn’t a solo adventure. Instead the character is going to be working within the context of a party. And why are they together as a party? Why should they trust one another? All too often characters are just tossed together randomly at first—they all happen to be in the same tavern or town when an opportunity arises. Or they are drawn together by a powerful NPC as complete strangers. Although this can work, it often makes things awkward between players as they either rely on their pre-existing player dynamics or there is too much about their characters that they need to explain and maybe it is done in the form of sitting around a table and giving a description and background of their character—which may be fine, but what do the character’s mean to one another?

 

It is relatively rare in fiction for characters to be brought together as complete and utter strangers and told to trust one another from the start. Instead, most fiction either introduces characters slowly over time—which Dungeons and Dragons hardly allows time for—or the characters start off with a history. It is this later form that Character Dynamics tries to mimic. By starting off with character dynamics, players know more fully how their characters interact with others in the group and how to behave towards them and the degree to which they trust them.

 

Character Dynamics take the form of mini-goals. A character is connected with the other character because they want to accomplish something through that dynamic. These goals ought to be generally (seemingly) selfless—there is something they want to do for the other character or a debt they need to repay to the other character. Of course, there are probably deeper details about what action in the past of the two characters caused this to be the case and the players should work out the finer details between themselves. It is important that both members in an exchange agree to a particular dynamic and are happy with how it works out. Although it may take a bit of time to choose them all and cannot be done until the characters are gathered, the process ought to leave the PC with potentially 10 events that happened in their life previously that now help uniquely define this PC apart from every other one the player has previously played.

 

At the end of every adventure, the players should check their character dynamics. If both players agree that a goal was fulfilled, it should be marked off. The character receives an inspiration point and experience equal to having defeated an opponent equal to ¼  their level’s CR. In addition, the player should reflect upon what happened during the adventure. If the player feels that another character in the party did something meaningful or shocking to their character, they can propose a new character dynamic. If both players agree to the new dynamic, then the player adds that one to his list.

 

A character should generally start off with one character dynamic for each other character in the party—to a maximum of 5. A character may not have more than 5 dynamics at a time. As dynamics are added over the course of adventures, it is entirely possibly for a character to have more than one dynamic with the same other character, however when first starting there should only be one per a character in the group. If players feel it is best for their characters to be total strangers who happen to have some acquaintances in common, it is perfectly allowable not to start with a dynamic with one of the characters in the group.

 

If a character is slain, the dynamics involved with that character are removed and the opportunity to fulfill them is lost unless the dynamic involved a debt that could still be paid to the character’s family.

Example Character Dynamics
  • This adventurer (or the adventurer’s family) lent me money in the pas t (100gp) and I need to repay it.
  • This adventurer saved my life and I cannot feel right until I return the favor.
  • I have looked up to this adventurer for long time, but he/she doesn’t see me as an equal yet.
  • This adventurer distrusts my kind and I need to overcome this to get through to him/her.
  • This adventurer once taught me a very important lesson that changed my life and I would like to return the favor.
  • This adventurer struggles for acceptance in his own home and I’d like to find him/her an alternative.
  • This adventurer dragged me away from my otherwise normal life and I don’t yet feel committed to this new life.
  • I committed a minor crime against this adventurer who elected not to turn me in and destroy my life; I want to better understand why.
  •  I stole something from this adventurer and sold it off. I would like to find a way some day to return it.
  • This adventurer and I worked together in a criminal enterprise and we are trying to elude justice for our acts.
  • This adventurer has been deeply wounded by the world in a way that I feel best equipped to heal.
  • This adventurer doesn’t yet appreciate art and craftsmenship, I would like to impart a better appreciation.
  • This adventurer doesn’t yet understand the beauty and importance of nature, I want to show him/her the world beyond the city walls.
  • This adventurer is wild and unruly and I need to find a way to civilize him/her.
  • This adventurer doesn’t have a healthy respect for my deity and I would like to see him/her pay tribute to my deity sincerely just once.
  •  I feel an unhealthy attachment to this adventurer, as though I cannot stand on my feet and face the world without him/her. I need to grow more as an individual.
  • This adventurer has an unusual lifestyle that I would like to learn a lot more about.
  • This adventurer doesn’t realize it yet, but our relationship started under totally false pretenses and I feel as though the lies are becoming overwhelming.
  • This adventurer keeps getting the best of me whenever we compete head-to-head. Just once I’d like to be the better at something.
  • This adventurer lacks discipline and if I don’t instill it, then it’ll be the death of us all.
  • This adventurer is foolishly naïve and I need him/her to smarten up before he/she gets us all killed.
  • I have been hired by this adventurer’s family to keep him/her safe  and get him/her back home alive.
  • This adventurer has a strange aura that seems to attract odd occurrences and I would like to know why.
  • I have heard much about this adventurer and I would like to write a story about his/her exploits.
  • I have been infatuated with this adventurer since the first time I saw him/her, but the feelings are not mutual.
  • I would like to play a truly epic prank on this adventurer that will be remembered for ages to come.
  • This adventurer seems to wander head-first into all sorts of dangerous situations and I would like to keep him/her safe.
  • I have made a pact with this adventurer and I feel compelled to fulfill my part of it.
  • This adventurer doesn’t seem to have the skills cut out to be an explorer and I’d like to keep him/her alive long enough to pick them up.
  • This adventurer wouldn’t survive a night alone in the woods and I should really do something about that.
  • This adventurer is too softy and puny, I’d like to teach him/her to become tougher like myself.
  • This adventurer’s wicked behavior endangers his/her eternal soul, I need to set him/her onto the right path.
  • This adventurer has shown me untold courage in the face of certain death and I would like to show I have learned from that example.
  •  This adventurer has a bounty out on him/her and I haven’t yet decided whether I should try to collect it.
  •  I had dreams about this adventurer before I ever met him/her and I am sure that I am destined to help him/her accomplish great things.
  • I am absolutely certain that this adventurer is hiding something from me. If only I could prove it!

 

Character Relationships

Now that the player has decided who their character is, what their character’s basic history is like, what their morals are, what is important to them in the world, what sets them apart from all other similar adventurers, what they have set out to accomplish and how they are tied to the people they are working with, there is one more step to completing the portrait of this character. How does this character interact with the powers that be in the world?

 

If adventurers are accomplishing much of anything, then they are going to be either delighting or angering the major players of the world. And chances are, if they have gotten thrust into adventure, then they are a little blip on the radar of one of the major power brokers as it is. Through relationships between the character and the world around them, we create our supporting characters and antagonists of the campaign. Before we begin, we are going to want to set down who the major powers of the region the campaign is taking place in are. There should be 6 to start with, but this roster can expand and will perhaps shrink as the campaign goes on. The powers work best if the relationship seems personal—so it is often best to personify the relationship as it is with a person. Instead of having the relationship be with “The Lords of Neverwinter” have it be a relationship with “King Neverember” even if the PCs are generally only going to be dealing with low ranking minions and agents of that particular person. Even if the person is slain, the relationship can go on with now leaderless supporters of that person until they too have been vanquished.

 

Generally speaking there are a number of roles you want to cover, though these are hardly set in stone and some will simply not apply in some campaigns. It is also important not to have too large of a list or else the story will get too unfocused and confused. Stick with 6 to start or with as many as you have players (even if no player chooses to have a relationship with that person). These characters should be CR5 or level 20

 

  1. The local legal authority such as a king, baron, emperor, reagent, chancellor, general or whomever else is the figurehead when it comes to setting the laws, directing the military and keeping the peace in the nation.
  2. The highest religious authority of the location’s most popular religion. Although there may be several religions in the area, this should be the most common and dominant religion that people in the region tend to default to.
  3. The leader of the most common and powerful nonhuman group living within the region. Assuming that non-humans do not fall under the same legal authority as the humans, then whomever is in charge of the Dwarfs or Elves should be considered a separate entity.
  4. The leader of the savage humanoids in the area. Whether this be an Orcish Warlord or a Hobgoblin Khan or a Troll King, whomever is most powerful among the savage humanoids and most likely to be able to rally them up into a dangerous horde if angered.
  5. The leader of the local organized crime networks—typically the leader of the Thieves’ Guild or the head of the black market or something similar. Someone who has use of adventurers, but the adventurers are likely to end up foiling the plots of as well.
  6. A group of organized people who are in direct opposition to the local authority and would like to replace it. It can be a rival kingdom, an underground rebel organization, a separatist group within the local authority or a rogue general who has turned against the king.
  7. 7)      An external threat that seeks to destroy all life as we know it. Generally otherworldly, perhaps a powerful demon overlord, an angelic warlord, a fey queen looking to expand her influence into the world or an ancient liche coming to extinguish life and transform it to his own puppets. It is usually best of an adventurer, if not a campaign, focuses on only one of these, at least for a while, as they tend to remove human drama from the equation and you might not want to introduce their existence until after level 1.

 

If the DM cannot think of characters to fill the role, it is generally fine for characters to suggest the existence of some such NPC who the DM can then accept as being part of the world. The alignment of these particular entities should be left as a bit mysterious, but not their actions, what sort of people work for them, in what sphere and regions they have the strongest authority and so forth.

 

Each player should choose one of these that their character has a relationship with and select whether the relationship is positive or negative, whether they are a friend or foe to this particular NPC. At the beginning of each adventure the player rolls a D10 for each point of relationship whether positive or negative they have with that NPC.

 

If the relationship is positive—then on a 9-10 the character will receive a boon from that NPC’s supporters and on a 1-2 the character will receive trouble from that NPC’s opponents.
If the relationship is negative—then on a 9-10 the character will receive a boon from that NPC’s opponents and on a 1-2 the character will receive trouble from that NPC’s opponents.

 

If trouble arises because of this relationship, then at any point (preferably least expected) someone will come in to ruin the party’s plans. Whether it is something as simple as a direct attack or it will be to spread bad word about the party or sabotage their ability to be able to replenish their supplies or find a safe place to rest.

 

If the character receives a boon then at any point during the adventure the player can choose to use the boon. The character is unaware they are to receive any assistance, but somehow assistance will come to them at a time the player feels best. One of the agents or supporters of the NPC (or its opponents) will recognize the character and lend whatever help they can. This can be sudden, unexpected reinforcements from a losing battle, assistance to by-passing an obstacle the party doesn’t seem to have a way to get past to vouching for the party during a social interaction.

 

As a general guideline, the help or harm done by the relationship roll shouldn’t be any more than the addition of a helper or opponent equal to ¼ the player’s level in CR. However, at DM discretion the help or harm can be far more sweeping than this, but be wary of doing this for the players will begin to feel as though their own character’s skills are being under-utilized.

At the close of each adventure, the players and DM should reflect on what happened during the adventurer and what NPCs were helped or harmed by the player’s actions. The players should then suggest that their relationships with certain NPCs should be increased as a result of what happened. As long as the DM consents, each player may add a dot of positive or negative relationship with the NPC of their choosing. There may well be times that players to increase their relationship with what was meant to be a minor NPC. This means the players enjoyed the DMs portrayal of this NPC and want him/her to become an ongoing part of the campaign. This is perfectly acceptable and can help really shape who the major players of a campaign are going to be. If a player cannot think of which NPC their character might have impacted, the DM can offer a suggestion.

 

Also, if a DM is feeling particularly dastardly, there are times when the PC’s actions can help or harm an NPC that they are completely unaware of having impacted. In such a case, the DM should keep his own secret tally. If the adventurers harmed an NPC, then the DM should mark up a secret relationship with that NPC equal to the number of players in the party. At the beginning of each adventure the DM should make these secret rolls by him or herself and use these enemies and secret boons to additionally shape the story.

 

Players may gain no more than 3 boons from their relationship roll, but they must roll their all of their relationship dice. After they have done so if they have more than 3 boons, they choose which three they want to use for this adventure. There might be exceptions to this rule, however, for instance if the players are trying to form an army then each additional boon can add soldiers to their army. However, all the opponents that arise from their relationship rolls are certain to appear. This means that while at lower levels when the adventurers are small blips on the radars of the world’s major powers, at higher levels the adventures may practically write themselves as the relationship rolls themselves indicate who all the opponents are.