GM style: Darkness Points
Game rules
Nature of the Dark Between the Stars
A purposeful actorI prefer to lean away from this quote from page 325 of the Core Rules: "The darkness is actually just energy, raw and pure – so pure that it has no goal or direction." It's purely a personal choice: I prefer the idea of a force acting with purpose. Also, Coriolis is all about the mix of science and religion and I want to embrace that religion, so I've set it up such that the Icons support humanity and the Dark challenges it. A balancing force
I like a Dark that schemes and plots in direct contrast to the unknown aims of Icons, clearly antagonistic but equally mysterious with it. Importantly though, I don't want it to be simply evil; I don't want it to be working directly against the PCs, just to make them fail, but rather acting as a balancing force. The Icons lend the PCs aid, as if to acknowledge they are worthy of extra attention as people whose destiny is to have an extraordinary effect on the Horizon. In the face of this then, I have the Dark create challenges for the PCs to overcome, making them prove themselves worthy of the Icons' blessings. A mischievous opponent
It amuses me to think that the Dark has a certain... well, dark sense of humour. JUMP TO CONTENTS
Darkness Points - guiding principles
Darkness Points creating plot not player fearIt's well discussed in the communnity that some players avoid giving the GM Darkness Points, as they're afraid of the results of a cost-benefit analysis: the extra trouble the GM will definitely add to the situation will far outweigh the possible benefit I might get with a re-roll. In turn, this serves only to steer players away from the character's religion that I want the game to embrace. So, anything I do with Darkness Points must help the players see them as fun, must create plot, twists and interesting asides rather than stacking the odds against the party.
SOME GUIDING PRINCIPLES I USE | |
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Focus spends to plot and away from enemies' abilities | I've removed the need to spend Darkness Points to activate creature abilities I acknowledge this is a house rule rather than a style choice but I think it's fundamental to making players see DP spends as plot generators and not as sticks with which to hit their characters The only exception I make is where an ability would change how a character would be role-played. Anything that causes straight damage or a skill penalty no longer needs DP to activate - the creature can just use its abilities as the characters can use theirs. However, if an ability would possess a PC or cause them to lose empathy, for example, I'd spend DP on that and ask the player to be part of deciding how things go, to make sure it's fun and not just something that blocks their ability to get involved in the game. |
Making plot contrivances part of the religious background | I'll swing points of chance as if the Dark influenced things Where there's a random chance of something happening, or it would be a total coincidence for the thing to happen at this moment, I use Darkness Points as the reason that it does happen, or to explain the coincidence: "of course it happened then" and "of course they turned up now", as "the Dark is watching you". |
Spreading the action to a PC not currently involved | This is more GM-meta-gaming but with the purpose of helping players stay involved. It can retain a mischevious element however, for example:
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I'll give the character a chance to avoid danger | Blatantly stolen from other members of the playing community - thanks Where something is about to directly happen to a character because of the DP spend, I'll give them a chance to resist or dodge the effect. Praying to the Icons only gives a chance of success so, in balance, a DP spend only gives a chance of a problem. |
Spending DP
Opening up effects to any and all possibilitiesI do use the Darkness Point rules from the Core Rules but I also notice that every supplement brings with it a new list of what GMs can spend them on. Taking this to it's logical extreme I've created some guidelines to follow to help me bring the principles above to the game in a generalised way: I won't have to look through a table of effects; I'll be able to improvise freely in whatever circumstance the party finds itself in.
1 | Creates an inconvenience |
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2 | Creates an extra challenge |
3 | Creates a major event or plot change |
Plot-level spend examples
For when play is less moment-to-momentDP COST | EFFECT |
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1 - inconvenience |
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2 - extra challenge |
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3 - major plot change |
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Tactical-level spend examples
For when play is in the moment, in combat or otherwiseDP COST | EFFECT |
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1 - inconvenience |
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2 - extra challenge |
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3 - major problem |
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Gaining DP
Points are also gained at moments of potential challengeAgain another house rule but still one that helps bring my principles to the game: I allow myself to gain Darkness Points whenever the PCs enter a situation where the Dark thinks they need to prove themselves. This still grants DP in Dark places but also at times of crisis and possibility, for example:
- When the PCs are gathered in front of a crowd and their actions will change the face of Horizon events
- When they might be the first people ever to break into a Portal Builder location and retrieve technology that could affect people everywhere
PC ACTIONS | |
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Begin an adventure | 1 per PC |
Pray to the Icons | 1 |
Mystic power used | 1 |
TRAVELLING | |
Portal jump without stasis | 3 |
Bad stasis during portal jump | 1 |
Going into the Dark Between the Stars |
Well-travelled routes: 1 / week Lonely routes: 2 / week Uncharted space: 3 / week |
EVENTS | |
Enter a Dark place | 1-3 |
Witness the Dark create an event i.e., an unnatural event | 1-3 |
Enter place plot-critical place or situation i.e., where you're supposed to prove your worth or the Dark could cause mischief for its own ends, e.g.:
| 1-3 |
Act strongly against civilised behaviour | Toture or murder someone: 3 |
Keeping the balance - prayers don't always work
Gain DP only when a prayer re-roll is successfulAnother one balatantly stolen from the Coriolis Discord chat but I really like it: The PC gets their re-roll but I only take a DP if they gain more successes, i.e. the Dark only seeks to restore the balance if the Icons actually answer the PC's prayer. If the Icons don't help the PC then the Dark doesn't need to challenge them further. JUMP TO CONTENTS
My treatment of the Dark Between the Stars has evolved from considerations I've discussed in my analysis of the Coriolis system
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