Player game control in BASH
Posted: Thu Feb 28, 2013 12:03 pm
OK. I have a guilty admission to make: I have been playing in a Marvel RPG game run by a friend of mine - and liking it. I know I would like it more in BASH, and that is not just brand loyalty talking, as the Marvel game just does not work that well mechanically for me, but I am glad to play rather than GM for a change and the GM is running a fun game.
I have been thinking about whether there are any things that Marvel does that BASH could use. One of the things that I like in Marvel is that players can choose to invoke a limitation on a power set to gain a Plot Point [ the currency of the game mechanic - Like Hero Points for BASH in many ways].
In Marvel the player chooses when this comes up - for example:
Captain America desperately throws his shield to stop an energy blast that would strike a teammate. The players chooses to have the shield be 'deactivated' for a period in order to increase his chances to accomplish this feat. he gains a bonus to his roll and in exchange the shield bounces away down a hallway after Cap's player makes the roll to block the shot. Then Cap has to take an action to retrieve the shield before it is ready again.
I like this as an option - the player chooses to accept an evocative limitation at a timely moment in order to gain some advantage in play. I think that this is readily lootable as a concept for BASH. Here is the basic mechanic I am thinking about :
Subject to GM approval, a player may choose to evoke a Disadvantage or Limitation on their turn as a free action. The player describes how the Disadvantage or Limitation comes into play, and, if the GM allows it, the character immediately is rewarded with a Hero Die. Hero Dice gained in this way do not accumulate from session to session.
Examples:
Limitation - Item: easily taken - Ankh leaps to the defense of a vampire's victim wielding his signature weapon, after driving back the undead monster that menaces the victim, the player states that the master vampire grabs the weapon and laughs contemptuously as he tosses it aside - the Player receives a Hero Die and must take some action in future turns to retrieve the item before he can use it again.
Limitation - Deflection: burnout - Moonscar dodges desperately to evade the hail of bullets from a horde of minions. The player decides that the bullets tear his Mantle of Moonlight to shreds. The burnout on Deflection triggers automatically [without a roll] and Moonscar's player gets a Hero Die.
Disadvantage - Ward: Precocious Little Sister - Adrenalynne is on patrol in her neighbourhood when she spies a drug dealer on the corner sporting the tats and colours of a new gang. She drops from the rooftops to confront the gangster. The GM states that the thug draws on Adrenalynne. Adrenanalynne's player adds that little sister Miki steps out of the shadows sporting a new tattoo. The GM approves the addition to the scene and Adrenalynne's player gets a Hero Die.
I want to point out that this mechanic would not replace the regular rules for a Disadvantage or Limitation, just add to them. So a player could roll for Burnout normally, or choose to have it happen automatically for a Hero Die. It may be that, depending on the game, this becomes too tempting, in which case a limitation of once or twice per session might be necessary. Another possible limitation is to require that the Hero Die be used in the current panel, or the current encounter.
One of the big bonuses to this approach is that it lets the player tell the GM what they want to have happen to their character. It also means that the player becomes partially responsible for bringing in their disadvantages and Limitations. As a GM, try as I might I have trouble keepiing them all straight and applying them - even though I have a list of them all on my desktop when I run a session.
It does mean that the GM surrenders some control of the action, but that is often a good thing - especially if it allows for more player 'buy-in' to their character and the game.
So, any thoughts?
I have been thinking about whether there are any things that Marvel does that BASH could use. One of the things that I like in Marvel is that players can choose to invoke a limitation on a power set to gain a Plot Point [ the currency of the game mechanic - Like Hero Points for BASH in many ways].
In Marvel the player chooses when this comes up - for example:
Captain America desperately throws his shield to stop an energy blast that would strike a teammate. The players chooses to have the shield be 'deactivated' for a period in order to increase his chances to accomplish this feat. he gains a bonus to his roll and in exchange the shield bounces away down a hallway after Cap's player makes the roll to block the shot. Then Cap has to take an action to retrieve the shield before it is ready again.
I like this as an option - the player chooses to accept an evocative limitation at a timely moment in order to gain some advantage in play. I think that this is readily lootable as a concept for BASH. Here is the basic mechanic I am thinking about :
Subject to GM approval, a player may choose to evoke a Disadvantage or Limitation on their turn as a free action. The player describes how the Disadvantage or Limitation comes into play, and, if the GM allows it, the character immediately is rewarded with a Hero Die. Hero Dice gained in this way do not accumulate from session to session.
Examples:
Limitation - Item: easily taken - Ankh leaps to the defense of a vampire's victim wielding his signature weapon, after driving back the undead monster that menaces the victim, the player states that the master vampire grabs the weapon and laughs contemptuously as he tosses it aside - the Player receives a Hero Die and must take some action in future turns to retrieve the item before he can use it again.
Limitation - Deflection: burnout - Moonscar dodges desperately to evade the hail of bullets from a horde of minions. The player decides that the bullets tear his Mantle of Moonlight to shreds. The burnout on Deflection triggers automatically [without a roll] and Moonscar's player gets a Hero Die.
Disadvantage - Ward: Precocious Little Sister - Adrenalynne is on patrol in her neighbourhood when she spies a drug dealer on the corner sporting the tats and colours of a new gang. She drops from the rooftops to confront the gangster. The GM states that the thug draws on Adrenalynne. Adrenanalynne's player adds that little sister Miki steps out of the shadows sporting a new tattoo. The GM approves the addition to the scene and Adrenalynne's player gets a Hero Die.
I want to point out that this mechanic would not replace the regular rules for a Disadvantage or Limitation, just add to them. So a player could roll for Burnout normally, or choose to have it happen automatically for a Hero Die. It may be that, depending on the game, this becomes too tempting, in which case a limitation of once or twice per session might be necessary. Another possible limitation is to require that the Hero Die be used in the current panel, or the current encounter.
One of the big bonuses to this approach is that it lets the player tell the GM what they want to have happen to their character. It also means that the player becomes partially responsible for bringing in their disadvantages and Limitations. As a GM, try as I might I have trouble keepiing them all straight and applying them - even though I have a list of them all on my desktop when I run a session.
It does mean that the GM surrenders some control of the action, but that is often a good thing - especially if it allows for more player 'buy-in' to their character and the game.
So, any thoughts?