Help me save a darling system
Story Points
Story Points let a PC start without any backstory - instead you get 5 Story Points, and spend them to:
- know an obscure fact
- know a language/ culture
- introduce an ally to help with the current mission
- et c.
By the time players spend them all, they should have a chonky backstory which was always relevant to the current mission, so no info-dumping required.
- If all your points were spent introducing cousins and siblings, we have established the character has a big family.
- If all your points were spent knowing languages, and knowing highly obscure knowledge, we have established the character as a very clever, and well-travelled person.
Good features
- Speeds up game (no lore dump!).
- Players are less pissed about their characters dying early on session 2 they haven't invested the work of writing an essay on their origin story.
- It's probably the most popular part of the game whenever I receive feedback from someone reading (not playing) the game.
Bad features
Nobody spends Story Points
It doesn't replenish, so players hoard the points, refusing to spend them.
So far, I've tried:
- granting 1 new Story Point over a long Downtime period.
- granting XP in return for spending Story Points
- adding a one-page rules summary to the table, including notes on what you can spend Story Points on.
- demanding all new characters come from the pool of allies created through Story Points, meaning that:
- it's better to have more allies, so new people have a wider pool of characters to select from, and
- new PCs are never entirely new - they're known to the party.
...nothing works. Everyone likes it in theory, nobody uses it in practice.
The only idea so far is massively raising XP rewards for spending Story Points.
Is there another rule, or a better way to present this system, which would encourage actual use?
Brindlewood bay does something similar with 'crowns'. That system just requires each character spend at least one crown per session. If it doesn't come up naturally during gameplay, it has you do a short vignette right at the end.
I usually give people an XP bonus for blue-booking (say, 2-16 pages) between sessions. It's not always canon, anyone may or may not read it, I may loot it for character beats, but you put in the effort, I'll reward that. It also cuts down on monologuing in session, which some players want to do, some really hate.
Adding anything to active character definition by points, I don't really do. In some games I have Luck which can be spent/bribe me to adjust a situation, get out of jail, find a contact, etc., but it has to be diegetically possible.
I have a similar-ish mechanic in Meteor, where you have "Undefined Skills" which you define on the fly. They're included for some similar reasons as you give, reduces analysis paralysis at character creation, gets the game running faster, and gives player a chance to suddenly declare they're good at something.
I've not really had issues getting players to spend them, but most of my playtests have been in one shots, so I might just be side stepping the hoarding problem. The other potential difference is that I'm usually running high tensions, life or death scenarios, so being able to say, "actually I'm Skilled at this thing" to avoid a difficult roll (or just be able to roll it better) is valuable enough that players will jump on the chance.
As for ideas to make players more likely to use them:
If the XP rewards go up to 5XP per Story Point spent, it's enough to buy the first level of a Skill, so that could work.
Auto-success is already in the system for knowledge-checks - still unused, but maybe it could be emphasized somewhere? ...though auto-success for attacks wouldn't make much sense. If someone's attacking a mimic for the third time, it wouldn't make much sense to gain a single attack bonus.
I'd be worried that 'use it or lose it' would result in bad outcomes:
That's a fair concern, although it sorta sounds like you're currently in a position where both shy and bold players aren't interacting with the system, so maybe getting just one group in is an improvement? Haha.
If you want a sort of radically different approach to the same idea, take a look at how Burning Wheel does it. There's a Circles stat that characters have, and you roll it like you would any other check to try and declare you know someone useful. A failure likely means they exist but they hate you (or similar), so there's a built in check against using it constantly.
Also, Meteor looks nice. I notice it's CC; are the source files available? It's pretty much impossible to build on a pdf without them, unless you want to spend a month resetting everything by hand.
Yes, it's all up on github, although it was private until just a moment ago because I barely know how to use the website and didn't realize that was the default.
https://github.com/AwkwardTurtle42/MeteorRPG
I'll have a gander. People often add a
README.mdfile which explains how to build the project. How do you make the pdfs? What are the gem files for?Tie XP gain to riffing off of your story points. Making your story point relevant gives you bonus XP.
Let people change one out periodically as the game unfolds, with appropriate in game exploration, so that instead of being a limited resource, or a frozen moment of history, they always reflect the things that are important to that character in the moment
I found in DnD nobody ever uses inspiration during my games or rarely. When we switched to Pathfinder the same system is called Hero points I found it gets used all the time. I changed nothing about my games. Why is this? Both let you reroll a roll. In dnd you can gain up to 1 inspiration and you'll get it back whenever the GM rewards it to you. In Pathfinder 2e you gain hero points when the GMs rewards it to you. And everyone gets 1 hero point at the beginning of each session. Also you can have up to 3 hero points.
So being able to have multiple allows you to keep using them while saving one for an emergency. Gaining one every session at minimum allows you to plan ahead and manage the resource instead of hoping to get another one. Lastly having a cap makes it so you never want to end a session at the cap and Likely don't want to sit at the cap for long. The GM might soon reward you another point after all.
Maybe we can learn from this for your system.
I'd lower the starting amount to around 2 or 3 story points and use that as the cap. The players are instantly inventivized to spend them that way because they begin at the cap. Then set a predictable or at least semi predictable timer as to when a new point is gained. For example every x sessions. I think each session might be a bit too much. Finding the right value will take some experimenting. I can also see a variant where every character gains a story point when the group completes any minor or major quest or story arc. Additonally I like the idea of giving players a story point when completing a side quest related to their character backgrounds. That creates an 'exploit' where you can initiate a quest for yourself by using a story point to create an NPC or lore element for your PC which results in a quest. Then that quest results in a story point. Players will feel smart about this. And us GMs are happy we get player driven plots and story bits for free. Win win.
That's a really clean solution, and works well with the Side Quest system in the book (there's an explicit system).
Of course it'll mean a boat-load of additional Story Points: 7 quests completed = 7 Story Points, but I think the plot can handle all the side-characters and locations as long as they're small boons, rather than a full Deus Ex Machina.
Is there a reason you are putting limits on defining facts like this? Most games I play have flexible GMs, and I define facts (both beneficial and detrimental) on the fly for my characters. Of course, making sure things aren't broken/stupid are up to you as the GM - ie: a player couldn't declare themselves as a king (depending on setting/tone), for example, but a prince or exiled royalty would be more likely.
If you do want to use points and/or want to maintain a balance, I would recommend the story point system in SWFFG - where a player can spend a lightside point to define a beneficial fact, which turns into a darkside point the GM can use to define a detremental fact later. That way, players get their points back, and the story gets more interesting overall.
Yea, the system's meant to do all sorts -
It's not so much a Storytelling system, as an anti-storytelling system, designed to complete the job of a backstory systematically, so the rest of the game continues procedurally.
Easy: institute a cap on how many story points they're allowed to keep. Get your 16th story point? Sorry, you can only hold 15. Rest goes away.
Of course, play around with the cap so it feels fair.
How about going the other way around, and instead of giving 5 points, each session every player earns one point up to a maximum of 5. Or maybe every two sessions if you think every session it's too much. Also I would say that in order to gain the benefits the player needs to give details, i.e. "I know someone on the court" is not good, but "One of the members of the court used to buy swords from my father, I've known him all my life". Finally an idea that I would do together with this is to increase the amount of things story points can do, and make stuff that costs multiple points (or really make the ones you have cost multiple points and give smaller ones that cost less) e.g.
You get the idea, and can possibly customize it to your world. The reason I think this would work is that: