Cinco: DM Inspiration
I drafted an (unused) rule that players can sacrifice their characters to let the rest of the crew escape whatever situation they’re in. It was requested by friends online and offline because they think of moments in adventure fiction where that sort of thing happens, and it’s epic and gets at your heartstrings. But it wasn’t used in practice. I think it’s because on some level it interrupts the ‘game’: not in the sense that it’s non-random necessarily, but in that it bypasses standard play procedure and imposes logic external to the situation. I don’t think we really want to cause Boromir moments as much as we want them to emerge from the game itself. Another problem I encountered pretty regularly while playing is that characters with spells and magic items use their inspiration pretty quickly, and then are restricted from doing anything for the rest of the session. I don’t necessarily want to increase how much inspiration someone has or make it easier to restore. You’re supposed to ...