| View previous topic :: View next topic |
| Author |
Message |
HighmoonMedia

Joined: 11 Jun 2007 Posts: 59 Location: Miami Beach, FL
|
Posted: Mon Dec 07, 2009 5:46 am Post subject: [New Rules] A Matter of Conviction |
|
|
I wrote this article for a project I was working on that, for various reasons, I had to scrap for the time being. Rather than shelve it for who knows how long, I've decided to share it with all WH players and GMs. Enjoy; hope you like it. Feel free to leave feedback as well.
This was also posted to my blog. _________________ Daniel M. Perez
Highmoon Media Productions
The Gamer Traveler Podcast
The Digital Front Podcast
Last edited by HighmoonMedia on Mon Dec 07, 2009 12:39 pm; edited 1 time in total |
|
| Back to top |
|
 |
HighmoonMedia

Joined: 11 Jun 2007 Posts: 59 Location: Miami Beach, FL
|
Posted: Mon Dec 07, 2009 5:51 am Post subject: |
|
|
A MATTER OF CONVICTION
A story-focused mechanic for your Witch Hunter: The Invisible World game.
By Daniel M. Perez
The creation of a good story is at the heart of any game of Witch Hunter: The Invisible World, and fortunately, the system already contains a number of bits that help bring this aspect to the forefront. From the choice of Backgrounds, Talents and Orders, to (most notably) Virtues and Vices, these pieces all serve to create a picture of who the Witch Hunter is beyond the numeric stats on the character sheet (which serve to define what she can do). Convictions present a new way to bring sharp focus on the personal story of each character in order to drive conflicts that will produce meaningful roleplaying which enhances the individual and collective narrative.
Witch Hunter is a game where the cadre is supposed to work together to overcome the supernatural threats preying on humanity, a world about heroes, possessed of “a strong undertone of morality” (Core Book pg 8 . Characters, though flawed, are all fighting on the side of righteousness, and ultimately (except for those who fall irrevocably) should experience redemption through their actions. The introduction of Convictions to a game may affect some of these traits of the game. Some Convictions will bring inter-party conflict as disparate, and sometimes opposed beliefs and agendas clash in the open. Likewise, some Convictions may test the characters’ righteousness by putting choices they would normally not think about right in the spotlight.
Lastly, though Witch Hunters may come from different religious or spiritual backgrounds, part of the conceit of the game is that they put aside their differences in order to work together towards the greater goal of overthrowing the Adversary. Convictions may cause this basic conceit of the game to be put to the test and divergent religions/spiritual paths collide with one another.
The entire group should discuss beforehand the addition of Convictions to their game, and the possible side-effects their inclusion could have. None of the above caveats are game-breakers in and of themselves, but they require the group be consciously aware of them in order to know how to deal with a situation should it arise.
| Quote: | | Designer’s Notes: I have been reading and playing a lot of the games to have come out of the “indie” design movement, games like Spirit of the Century, Burning Wheel and Primetime Adventures. These games share a trait: the narrative is given mechanical weight via rules that create flags for the GM to know what is important to the characters and to the players, and rules that drive conflicts in areas where the character has a personal stake, as defined by the flags. Witch Hunter, because it already has a narrative-driven atmosphere as well as some story-focused mechanical bits, seemed like a perfect choice to try to bring a more formalized system of player/character flags. Convictions are the result of that idea and realization. |
CONVICTIONS
Beyond the mundane barrage of thoughts and actions we mindlessly go through every day, everyone believes in something, everyone has an agenda, and everyone has behaviors no one will ever change. There are unshakable truths with which, and for which, we live and die; these are more than beliefs, these are Convictions.
While most ordinary people may go through life consciously aware of maybe one of their driving conditions, Witch Hunters are far from ordinary. The same keen insight that gives them that extra edge in the fight against the minions of the Adversary also allows them to see clear as day what that which makes them tick on a variety of levels. Much like Virtues and Vices, these Convictions that the Witch Hunter is so well aware of are hot buttons that can dictate the great moments of victory as well as the darkest moments of defeat. Throughout their lives, they may even reach milestones of being in which their core Convictions may experience a change, though whether for the better or for the worse always remains to be seen. After all, rare is the belief that is inherently and thoroughly good or evil.
Choosing a Conviction
Convictions are, ideally, short, powerful sentences, though short phrases or catch phrases are also possible. When choosing a statement to be a conviction, be bold and decisive; remember these are axioms by which you live. While some vagueness can be fine, no one is willing to die for something in which they do not believe 100%. The more specific you are in choosing your Conviction, the better the picture it paints about who the character is, that which motivates her, and is important, nay vital, to her.
Well-chosen Convictions serve as flags to the Grand Master about what is important to this character’s story, what elements you as the player want to tackle, what kind of conflicts you are seeking to meet head-on.
Number of Convictions
Witch Hunter already has a number of flags embedded into its core system (backgrounds, Virtues and Vices, etc.) and the addition of extra pieces of information may make it daunting for the Grand Master to keep track of it all. The group must first decide how many Convictions each character may have. It can be as little as one Conviction or as many as four, chosen from the types described below. It is suggested that when Convictions are first added to a game, each character have only one and all of the same type, allowing the new mechanic to be added in slowly so its effects can be measured and considered. As the story evolves and both GM and players get used to the mechanic, further Convictions could be added at appropriate moments in the story.
Types of Convictions
There are four types of Convictions that a Witch Hunter player character could possess: Conviction of Spirit, Conviction of Thought, Conviction of Speech, and Conviction of Action. Following are the definitions of the types of Convictions, as well as examples of each.
Spirit
Convictions of Spirit deal with the Witch Hunter’s relationship and connection to that which is greater than herself, be it the belief in the Lord, Allah, the Great Spirit, Mother Nature, or perhaps something more vague, as the nature of Good and Evil. All Witch Hunters have a connection to something greater, and this Conviction defines a very essential way in how they connect, understand and relate to that greater being/concept.
Example: The Pope must be obeyed at all times.
All [Insert Religious Group Here] are dead wrong in their belief.
Nothing is free, not even redemption.
Thought
Convictions of Thought deal with the way the Witch Hunter thinks and perceives either the world or himself. Convictions of Thought do not always lead to Action, but they always colors it; as such, this Convictions tend to reflect something very inherent to the personality of the character, whether a perceived strength or flaw. This type of Conviction may be constructed using “I think” as an opener, though it is not necessary.
Example: I think I am worthless.
All Englishmen are ignorant asses.
I have a lot to make up for.
Speech
Convictions of Speech deal with the way the Witch Hunter speaks, whether it is her mannerism, or what she actually says. In many ways, this Conviction defines how a character relates to others around her, at least in a non-physical manner, and while it can be influenced by the Convictions of Thought and Spirit, it isn’t ruled by it.
Example: I always speak the truth; always.
I never initiate a conversation.
People often respond to what they are told rather than what is suggested to them.
Action
Convictions of Action deal with the way the Witch Hunter always behaves in a specific situation. This Conviction is an action that is always assumed of the character, as it is something so integral to who she is that it is never in doubt that she does this. Convictions of Action are never vague; they always express clearly and unequivocally what the character does in a specified situation. Ideally, Convictions of Action are tempered by Thought and Spirit, and preceded by Speech, but then again, this isn’t an ideal world.
Example: When threatened, I always draw my weapon.
Shoot first, ask questions later.
When I see an injustice, I seek to correct it immediately.
Using Convictions
Convictions are used to drive the storyline towards what is important to the players and the characters. Before the game starts, a Witch Hunter cadre’s Convictions should paint a very specific picture to the Grand Master of who these people are, what is important to them, and the themes they want to hit during game play. At this point they are only what are known as flags, big neon arrows saying “This is where I want you to hit me, GM, because this is where I want my awesome roleplay to come from.”
During the active game, Convictions are used by the GM to compel the players towards conflict-rich scenes where they can exercise their roleplaying muscles, and invoked by the players as a source of bonuses in ways similar to Hero Points whenever they apply to the story at the moment.
Compels
A GM may compel a character’s Convictions the same way they can compel a Vice. Whenever there is a situation at hand that could become complicated yet enriched from a storytelling standpoint by a player character acting according to their Convictions, the GM may offer that player a Hero Point in exchange for their character following the story-appropriate-yet-potentially-complicated path (This is especially true of Convictions of Action).
Following a compel on a Conviction does not automatically gain the character a point of Damnation, as is the case when following a Vice, though it is a possibility depending on the actions taken by the player once the Conviction has been followed. A character may not benefit by gaining two Hero Points when following a compel on a Conviction and their Vice, should they both apply to the same situation. Only one Conviction may be compelled per character per scene. A player character may actively decide not to give in to the compel on a Conviction by paying a Hero Point.
Example: Adam has the Conviction of Action, “When I see an injustice, I seek to correct it immediately.” While at the market, he overhears a merchant trying to swindle a customer who does not understand Dutch too well. Adam should lay low because the militia is looking for him, but this injustice does not sit right with him. The GM compels Adam’s Conviction and offers a Hero Point for Adam to go and do something about this cheating merchant, even if means possibly facing the militia. Adam’s player could pay a Hero Point and move along, or take the Hero Point offered and roleplay the conflict at hand.
If Adam had the Hot-Headed Vice, the GM could not compel that for a second Hero Point on the same scene, though Adam would be fine to draw on that trait to inform his actions during this conflict. If the GM had instead compelled Adam’s Hot-Headed Vice, had Adam accepted he would have also gained a Damnation point, though depending on what happens in the scene with the cheating merchant, should Adam lose his temper and do something too rash, he could be gain a Damnation point anyway due to his actions.
Invocations
In many ways, invoking a Conviction is almost like a self-compel the player does on his character, choosing to act in a way that is true to the character yet can potentially put him, the cadre or even innocents at risk, all for the sake of enhancing the story. During a scene or a conflict, a player may invoke a Conviction relevant to the story at hand, and gain one of the following bonuses:
1. Gain a bonus die to one roll. The bonus die is added to the pool before all dice are rolled, and it only applies to a single action. This bonus die may raise the dice pool beyond 10, if applicable, and may be combined with a bonus die provided by a Hero Point.
2. Negate the effects of injury. All penalties suffered due to injury are negated for the next action.
3. Remain conscious. After a failed roll to remain conscious, the character simply stays conscious by sheer force of will.
When invoking a Conviction, the player must state which Conviction they are invoking and how it relates to the scene at hand. The GM must deem the connection between the Conviction and the scene a valid one for the character to gain the bonus. A player may invoke a Conviction and spend a Hero Point for the same action. Only a single Conviction may be invoked per action, though any number of Convictions may be invoked per scene or conflict as long as they are relevant.
Example: Fortinbras has the Conviction of Speech, “I always speak the truth; always.” After a back-alley altercation with some cultists, the city watch appears. Seeing five dead people on the floor and four brandishing weapons wet with fresh blood, they arrest Fortinbras and his fellow Witch Hunters. The time comes for the cadre to be interrogated and each of the other three Witch Hunters remains silent about the fight, not wanting to reveal their mission to hunt down a cell of demon worshipers in the area. When it comes to Fortinbras, his player decides that he wants to make a Charm roll to convince the magister of the truth of his words, perhaps even gaining an ally to aid their mission. Invoking his Conviction of Speech, Fortinbras tells the magister the truth about the fight and their mission, gaining a bonus die towards his Charm roll. For good measure, Fortinbras’ player decides to also spend a Hero Point to gain a second bonus die. If the skill check is successful, the Witch Hunters may indeed gain an ally in the magister; if the roll fails, Fortinbras’ wild account of demon worshipers, gruesome sacrifices and people imbued by the Lord with the power to hunt the minions of the Adversary by divine decree is sure to make life a lot more interesting for the entire cadre.
CONCLUSION
Convictions are a quick and easy-to-integrate way to enhance the storytelling aspect in your Witch Hunter game by bringing the character’s quirks and personal conflicts to the forefront. As suggested in the core book when discussing Virtues and Vices, a GM should be careful that the use of Convictions does not end up highlighting one character at the detriment of another. Ideally, Convictions will help a group cycle through scenes of interest to each of the members that target what a player truly wants to explore with their character all the while helping to create a more engaging and personal storyline for the entire group.
Give this new mechanic a try and let us know how it worked out. _________________ Daniel M. Perez
Highmoon Media Productions
The Gamer Traveler Podcast
The Digital Front Podcast
Last edited by HighmoonMedia on Wed Dec 09, 2009 2:48 am; edited 1 time in total |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|