This is just a quick option I am thinking of using in an upcoming campaign where my players want to start their own sect. Most fated elements are random in Ogre Gate, and that generally works, but this is meant as something to have the whole group establish at session zero as a way of steering the campaign in a direction the group wants. Essentially you have everyone agree on a fated calamity for the party during session zero. This can be specific or broad. For example, if the party is all under the same Sifu, the fated Calamity could be that the Sifu will die in a battle with an enemy sect. To be clear this isn't an event that must happen, it is an event that Heaven wants to happen. In Wandering Heroes of Ogre Gate, fate is a force, and so the way to handle it is through modifiers. In the example of the Sifu fated to die fighting an enemy sect, it might mean opponents get a d10 bonus against him in combat when they are from a rival organization (or it might even mean he gets a bonus because this will encourage him to be more and more reckless). The final mechanical expression is up to the GM but this section from the WHOG rulebook explains the principles:
This is really just an implementation of the idea from the rulebook, specifically to session zero. But the idea of it is to help with the party's overall purpose as a group. A Sifu fated to die, could help a party that is ultimately seeking to build their own sect (left over Sifus can be a complication in Ogre Gate). But that is just one example. It could be any pivotal event that clarifies the direction the party wants to eventually go in session zero (whether that is to eventually become bandit leaders, pirates, rebel against the empire, etc).

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