GM style: Darkness Points in Third Horizon, Ghodar and other places | World Anvil
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GM style: Darkness Points

Game rules

Checking on the Coriolis Discord, I read that the publishers are OK with players recreating tables, figures and data from the RPG source material where the only purpose is the facilitation of playing their game and I hereby promise this is my only intent with this article. Darkness Points and the Icons are from the Coriolis rules; references to how I run the game are just that: how I like to run my games - Doctor Weather

Nature of the Dark Between the Stars

  A purposeful actor
I 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 fear
It'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
Focus spends to plot and away from enemies' abilitiesI'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 backgroundI'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 involvedThis is more GM-meta-gaming but with the purpose of helping players stay involved. It can retain a mischevious element however, for example:
  • The key weapon or item that defeats the enemy or challenge is knocked out of the skilled character's hands but it falls near another character - they'll not be as good with it but they're the only one that can quickly get to the object now
  • In a fight scene, the combat characters are fully engaged but the journalists and techs are in the back with the NPC being protected; vulcan rockets from a missed attack come through into the back room and set the curtains on fire - the journalists and tech now need to save the NPC from the fire
I'll give the character a chance to avoid dangerBlatantly 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.
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Spending DP

  Opening up effects to any and all possibilities
I 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.    
1Creates an inconvenience
2Creates an extra challenge
3Creates a major event or plot change
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Plot-level spend examples

For when play is less moment-to-moment  
DP COSTEFFECT
1 - inconvenience
  • The Foundation science team arrives just as you're leaving; they'll figure out what you've done if you don't cover your tracks
  • Pick a PC's personal problem - the PC is distracted by a relevant shiny, or anti-shiny, as appropriate
2 - extra challenge
  • The Foundation science team arrives as you're finishing the job; they could catch you in the building unless you can sneak passed them
  • Walking through a crowd, one of the party is mistaken for a famous person or criminal - suddenly you've a lot of people and attention to divert
3 - major plot change
  • The Foundation science team arrives right there in the laboratory you're stealing from; you've been caught in the act, so get with the fast talking or fast acting right now
  • As the PCs' ships starts to make chase a bomb the bad guys planted earlier goes off - the party now has to deal with venting atmosphere
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Tactical-level spend examples

For when play is in the moment, in combat or otherwise  
DP COSTEFFECT
1 - inconvenience
  • Stray bullet fire sets some scenery on fire - the surprise might give a penalty to the next action or it becomes a hazard to avoid, or make use of, for the rest of the combat
  • The floor in the ruined temple you're looting gives way - and the gemstone you're after slides out of your reach towards the hole
  • Gun jam or empty clip
  • Reroll or take the initiative
2 - extra challenge
  • Stray bullet fire sets some scenery on fire - the NPC you're protecting is now in danger from this fire as well
  • The floor in the ruined temple you're looting gives way - the PC needs to make a dexterity roll to not fall through
  • In the middle of a conversation in a bazaar there's a sudden commotion (argument, fight, crash, explosion, fire, etc.) and the NPC gets a chance to run for it unhindered by the PCs - they have to chase the NPC down to continue the conversation
3 - major problem
  • Stray bullet fire sets some scenery on fire - it goes up so quickly that the fight you're in now seems trivial, as you and the bad guys might even have to work together to escape the flames
  • The floor in the ruined temple you're looting gives way - completely gives way - and the party is now sliding down through the temple's lower levels, dexterity rolls to control the slide
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Gaining DP

  Points are also gained at moments of potential challenge
Again 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
Begin an adventure1 per PC
Pray to the Icons1
Mystic power used1
TRAVELLING
Portal jump without stasis3
Bad stasis during portal jump1
Going into the Dark Between the Stars Well-travelled routes: 1 / week
Lonely routes: 2 / week
Uncharted space: 3 / week
EVENTS
Enter a Dark place1-3
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.:
  • Entering a Portal Builder location
  • Entering a square where a crowd has tension built, or is angry, and could turn into an angry mob at any moment - the PCs can feel the tension in the air as DP
1-3
Act strongly against civilised behaviourToture or murder someone: 3
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Keeping the balance - prayers don't always work

  Gain DP only when a prayer re-roll is successful
Another 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 Related

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