Inspired Inspiration in 5E

inspirationInspiration is one of my favorite parts of Fifth Edition Dungeons and Dragons. It works great as written, but I’m going to steal an idea from Lex Starwalker and show how to use inspiration for group storytelling.

Normally, you can spend inspiration to gain advantage to an attack, saving throw, or ability check. That still works.

However, you can also spend inspiration to make up something in the game world. It might be a detail that works with your background or skills. It could be a clue, a secret passage, or a one use item like a level-appropriate potion or a scroll.

For example, Qua the cleric is down on spells, but has inspiration. “I’m spending my inspiration to search that pile of skulls and find a potion of greater healing.”

Or Kay the paladin is desperate to find the Lady Vonya. “I spend my inspiration and look at the track and find a clue.” At this point, as the GM, you improvise a clue, “It’s a scrap of parchment. In Lady Vonya’s hand it reads ‘we leave the Black Tower, our captors driving us west. Ahead lie the glass caverns. If any shall find this, send help.'”

Or Troik the bard just want another spotlight moment. “I’m spending my inspiration to have the farmers in from their fields for a local holiday. The village is full of people in good cheer. If only a very handsome someone just happened by to provide it. I tune up my lute.”

Obviously, it’s up to the GM to stop player abuse. Advantage is a great boon, but not a wish (or even a fireball). Spending inspiration might push over an apple cart during a chase scene, but will not push a combatant off a cliff.

Ask yourself:

  • Is it overpowered, like the effects of a powerful spell? Or something small, along the lines of a cantrip?
  • Does it break the story? If you are just starting a three session murder mystery, inspiration can’t give away the culprit. It could point to information “Barkeep Barlo hears all sorts of things…”
  • Does it take the fun out of the adventure? Some players try to play it safe all the time. And you want thrills, so don’t let the players nurf the exciting bits.
  • Does it open up a new fun avenue for adventure? Don’t be afraid to improvise and go with player ideas that make the game fun. Sure, you had your own fun encounter directly ahead of them, but if they say they found a secret passage, improvise something fun in the passage. If they never see your planned encounter, you can reuse it in a future adventure.

Emperor RolandThe cool thing about this for players is that it gives them a chance to improvise outside of their character powers. They get to do a little shared world-building.

And for the GM, it’s another way for your players to surprise you, forcing you to improvise and keep the fun going. I don’t know about you, but I like to be surprised by my players.

Have you tried something like this? How does it work for you?


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Intriguing Play

My home group recently finished a campaign. I asked for comments, and everyone agreed, I liked the previous campaign, but this was better.

Well, that’s great, it must be I just keep getting awesomer. Or not.

People had many reasons, but a big thing for all the players is they felt more connected to the world. Like what they did mattered. Specifically, they connected to the world through intrigue.

Gods and Icons, 13th Age, Dread Unicorn Games

At the end of the Numenera campaign (which people liked), I asked what they wanted more of next campaign. “Intrigue,” they said. (And more visual props, but that’s another post.)

Intrigue. How do I do that? It really helped that the 13th Age RPG has leaders of factions ready to intrigue against each other, the icons. I use the icons from Gods and Icons, but you can intrigue among any group of icons.

The Game of Icons

One thing we know is that in 13th Age, when one age ends and the next begins, some icons survive into the next, and some get replaced. That struggle for iconic survival turned out be the axis around which we spun the campaign. To keep everyone guessing I made morally ambiguous versions of some heroic and villainous icons. More gray–less black and white.

While I took advantage of a 13th Age feature, I’m sure most 13th Age campaigns don’t focus on intrigue. You don’t need a system with icons to do this. In pretty much every rpg setting you can find organizations or factions. Find out which ones would be fun for your players to defend or attack, and set them off against each other.

You can bring in agents of one faction who bad-mouth other factions, and drop hints such as, “as the age ends, all bets are off.” I used 13th Age icon agents for this.

demogorgon-white-book-600wI stole some conspiracy ideas from Night’s Black Agents, even coming up with a conspiracy pyramid (they call it the “conspyramid”) of a drow house controlled by Demogorgon who wanted to replace the current icon of hell. (Those of you who subscribe to the Dread Unicorn Games newsletter already have our version of Demogorgon, 13th Age style.)

demogorgon-rocking-out-600wLower level nodes in the pyramid don’t know much, but (mostly) follow orders from above. The top of the pyramid was Demogorgon, trying to replace the current icon of hell. The PCs engage the bottom levels first, and climb up the pyramid. The final showdown with the big D was in the abyss, as traditional.

Intrigue games have a lot of NPCs, and I’m too lazy to make up tons of NPCs that never get used.

I stole a trick from some GUMSHOE improv campaigns (The Armitage Files and the Dracula Dossier). I came up with a bunch of NPCs, but did not decide if they were allies, enemies, or interested neutrals until the players met them. Instead of making 10 allies, 10 antagonists, and 10 neutrals, I made up names, descriptions, and quirks for 10 NPCs, and made 1 – 3 bullet points for each about how they would be played if they were self-interested, a house loyalist unaware of the demons pulling the strings, or knowingly working for Demogorgon.

demogorgon-down-600wFor example:

Jandril: Female Drow Knight

  • White scar on left side of face over dark blue skin
  • Wears a red cape
Self-Interested
  • One day I’ll be captain. Can I use the PCs to further my goal?
  • Some sort of deadly political infighting going on among the other knights. Best to keep out of it.
House Loyalist
  • All these demons and devils should make our house invincible. Time to move on the other houses!
Working for Demogorgon
  • Honor guard for the demonic dragons when they hatch.

When the players were investigating the drow house, trying to stop Demogorgon’s plan, they met Jandril. On the spot, I chose Self Interested and she became a possible ally and source of information for the PCs.

I’m not the only 13th Age GM thinking this way. Check out the Heavy Metal GM’s take on this.

PS

Our current campaign is the Dracula Dossier. Great fun for an intrigue loving group.