Whiskeyjack8044
2020-09-09, 12:13 AM
I've noticed that some players need a little encouragement to develop positive relationships with each other and consider those relationships. The goal here is to use a boosting mechanic to incentivize this.
First the carrot. During session 0 you have 2 bonds and 1 tension. Pick a player character to share a bond with, collaborate with the player to define the bond. You may pick 2 player characters to share 1 bond with, or share 2 bonds with 1 player character.
When you have a bond with a character, once per-session you can grant them a d4 to add to any d20 roll so long as you are in sight of each other. With 2 bonds the d4 becomes a d6, 3 bonds a d8, 4 bonds a d10, 5 bonds a d12. After a session, a DM may suggest a bond after a noteworthy Roleplaying moment between player characters. If the players agree they add a bond with each other. Think of this as player granted inspiration, though it can be asked for and can be retroactive. This ability is pretty strong so it should get players to actively try and develop their bonds with one another. Adding a d12 to a save against a Death Save is certainly worth it.
Now the carrot. You pick one player to have a tension with and collaborate on what that tension may be. You can not have a bond with a character you share a tension with, but once you resolve that tension you gain 2 bonds with that player character. The goal is to discourage the none interesting types of party strife. If your Halfling Rouge is stealing from the party that is going to create tension. Once that tension is resolved however, the bond will be stronger than ever when all is forgiven. Tension can be applied to characters who have a bond, it merely suspends the bond while it is in place and upgrades the bond once it is resolved. Party conflict can be interesting and opposing word views can create some dramatic Roleplay. They may make things tense between the player characters, but that isn't Tension as defined by this mechanic. A broken promise or an outright refusal to cooperate or compromise WOULD be a Tension.
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Example: Drew and Stew decide they want their characters to be brothers. They each apply their 2 Bonds to each other. Stew applies his tension to Sally who is a Tiefling. Stew and Sally think it would be interesting to develop a friendship despite Stew's initial fear and distrust of Sally. Sally decides to apply her Tension to Stew as well. Drew doesn't have a problem with Tieflings or Sally, but he does have a problem with Kelly. Kelly is from the same village as Drew and Stew, and she stole Drew's girlfriend! Drew wants to apply his Tension to Kelly. Kelly agrees to this and thinks it would be funny if she didn't even know Drew disliked her. Kelly is going to apply her Tension to Stew because he is being rude to their new friend.
During their time in a dungeon Stew goes down in a fight. The party is pretty spread out so he has to make a Death saving throw. A 6, oh no! Well the last he saw before he went down was his panicked brother across the room, he can leave him all alone. Stew asks Drew for the Bond Die and he agrees, rolling a 6 he passes the death save with a 12, whew!
Sally is first on the scene and heals Stew, likely saving his life. While wrapping up the session I ask Stew if Sally saving him would be a good way to end the tension between them. He says yes. I remind them that Sally also has a tension with Stew and that must be resolved before they can use a Bond Die. This leads to a nice Roleplaying session between the two where their relationship grows. Not only do they now have a Bond Die, it is a d6 rather than a d4.
Drew keeps taking the magical items that Stew wants. Drew refuses to negotiate in good faith even though he barley uses the items. This creates a bit of Tension between the characters and they no longer benefit from their Bond Die. Once Drew learns to share, or Stew gets over his item envy, their bond is strengthened and their Die is upgraded to a d8.
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So to TL;DR this is a mechanic that lets you reward healthy co-operative play and punish negative party strife in a defined and mostly neutral way.
First the carrot. During session 0 you have 2 bonds and 1 tension. Pick a player character to share a bond with, collaborate with the player to define the bond. You may pick 2 player characters to share 1 bond with, or share 2 bonds with 1 player character.
When you have a bond with a character, once per-session you can grant them a d4 to add to any d20 roll so long as you are in sight of each other. With 2 bonds the d4 becomes a d6, 3 bonds a d8, 4 bonds a d10, 5 bonds a d12. After a session, a DM may suggest a bond after a noteworthy Roleplaying moment between player characters. If the players agree they add a bond with each other. Think of this as player granted inspiration, though it can be asked for and can be retroactive. This ability is pretty strong so it should get players to actively try and develop their bonds with one another. Adding a d12 to a save against a Death Save is certainly worth it.
Now the carrot. You pick one player to have a tension with and collaborate on what that tension may be. You can not have a bond with a character you share a tension with, but once you resolve that tension you gain 2 bonds with that player character. The goal is to discourage the none interesting types of party strife. If your Halfling Rouge is stealing from the party that is going to create tension. Once that tension is resolved however, the bond will be stronger than ever when all is forgiven. Tension can be applied to characters who have a bond, it merely suspends the bond while it is in place and upgrades the bond once it is resolved. Party conflict can be interesting and opposing word views can create some dramatic Roleplay. They may make things tense between the player characters, but that isn't Tension as defined by this mechanic. A broken promise or an outright refusal to cooperate or compromise WOULD be a Tension.
.................................................. ..............................
Example: Drew and Stew decide they want their characters to be brothers. They each apply their 2 Bonds to each other. Stew applies his tension to Sally who is a Tiefling. Stew and Sally think it would be interesting to develop a friendship despite Stew's initial fear and distrust of Sally. Sally decides to apply her Tension to Stew as well. Drew doesn't have a problem with Tieflings or Sally, but he does have a problem with Kelly. Kelly is from the same village as Drew and Stew, and she stole Drew's girlfriend! Drew wants to apply his Tension to Kelly. Kelly agrees to this and thinks it would be funny if she didn't even know Drew disliked her. Kelly is going to apply her Tension to Stew because he is being rude to their new friend.
During their time in a dungeon Stew goes down in a fight. The party is pretty spread out so he has to make a Death saving throw. A 6, oh no! Well the last he saw before he went down was his panicked brother across the room, he can leave him all alone. Stew asks Drew for the Bond Die and he agrees, rolling a 6 he passes the death save with a 12, whew!
Sally is first on the scene and heals Stew, likely saving his life. While wrapping up the session I ask Stew if Sally saving him would be a good way to end the tension between them. He says yes. I remind them that Sally also has a tension with Stew and that must be resolved before they can use a Bond Die. This leads to a nice Roleplaying session between the two where their relationship grows. Not only do they now have a Bond Die, it is a d6 rather than a d4.
Drew keeps taking the magical items that Stew wants. Drew refuses to negotiate in good faith even though he barley uses the items. This creates a bit of Tension between the characters and they no longer benefit from their Bond Die. Once Drew learns to share, or Stew gets over his item envy, their bond is strengthened and their Die is upgraded to a d8.
.................................................. ..............................
So to TL;DR this is a mechanic that lets you reward healthy co-operative play and punish negative party strife in a defined and mostly neutral way.