MPNP Fortune and Fate

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The Fortune and Fate system is an optional set of rules that can be added to the game to make it a bit more interesting. In simplest terms, Fortune works in the player's favor, and Fate works against them.

The system works on a series of points given by the player and retained by the GM, the basic guidelines for these are explained bellow.

Fortune

Whenever a player does something cool, amazing, selfless, or otherwise very entertaining, the GM can reward that player with a "Fortune Point" which he or she may keep and use at their leisure. This point can be spent at any time to make some sort of massive but localized change to the game world.

Example: the player may choose to make himself Arch Magus of a nearby Mage Tower. The player may NOT choose to completely end the mage wars with a single fortune point.

The key difference here is far-reaching verses localized. So the player cannot make some change that affects the entire world, but they can change one small corner of it. Fortune Points are assigned by player, so the player that earns it gets to keep and use it.

Fate

Now Fate is the opposite. Whenever a player does something bad, goes against their intent, deliberately antagonizes or bullies another player, etc, etc, the GM may bank a Fate Point for himself. This point may be used at any time to make a change to the world that negatively impacts the player or players. Fate points do NOT have to be spent against the player that incurred them, but rather enter a general pool. This means that one players thoughtless actions can end up negatively affecting another player entirely.

Countering

This is perhaps the fun part. Whenever a point is spent, it can be countered with another point. If a player spends a Fortune Point, the GM can counter it with a Fate Point. Conversely, a player may interrupts another player's attempt to use a Fortune Point by spending one of their own. While they could merely expend the point, it will probably be more fun to just spend it on something else that counteracts or otherwise negates the first players efforts.

Counters can also be countered. Say the player spends a Fortune Point, the GM counters with a Fate Point, if the player has an additional Fortune Point, they can counter the counter. This is essentially an auction, whoever spends the most points, wins. In this case, other players may also spend fortune points to counter the GM.

Important Rules

Most importantly, this system must be kept in line with the spirit of Mage Wars PnP, and that is that the players work together with the GM to tell a story. If the system is being invoked, then all parties must adhere to the rules. The GM can only counter a player's Fortune Point with a Fate Point, they don't get to use play god. Keeping in mind that this is all about having fun, GMs must be ready to adapt to their players, even if that means warping the entire world around them.

Additional Rule Sets

While the entire Fortune/Fate system is optional, these additional rule sets can be used. Think of these more as suggestions or guidelines than actual rules.

Flourishing

Whenever a player makes a successful Level IV MPNP Flourish, and everyone agrees it was a four, they automatically earn a Fortune Point. Conversely, when they fail utterly (a level 0 flourish), the GM gets a Fate Point.

When the GM attempts to use a Fate Point, any player may attempt to counter it with an overly dramatic flourish. Again, all parties must agree that it was a level 4. This ends the argument, no additional points can be spent.