Coral Sun Drifters

House Rules

Experience

At the beginning of each session, we’ll choose one character who hasn’t been spotlighted recently and answer the following questions for them as a group. Each answer is worth 500xp. We’ll also ask one bonus question, something more freeform, which is always rewarded 600xp regardless of the answer.

Each of these XP triggers may be based either on things that happened on-screen in the previous session or on newly imagined things that could have happened. In either case, they should help recap the events of the previous session and provide some insight into the character. For example, we might illustrate how a character’s behaviour in a scene was informed by (or affected!) their background. Or we might describe a new scene in which the character had a discussion with an NPC and achieved a goal or expressed their heritage – it just needs to be logically consistent with the existing fiction, not necessarily something that we all played out together at the table.

Procedural Tweaks

With the potential for large groups, I think it will be helpful to streamline certain aspects of play as much as possible. I have a couple of variants I’ve used before which I’ll list below, suggestions are welcome!

Skill Checks

We are likely to be doing quite a lot of skill checks, especially when in larger groups where full out tactical combat would drag. I find skill checks to be more fun to play when there is more clarity up front about what is at stake and what the result of a roll will mean.

Inspiration

While great in spirit, the practice of rewarding great roleplay with inspiration is all too often forgotten. One way I like to improve that is providing rewards for roleplay in the XP triggers, and another is making inspiration easier to act on. At any time players may request to earn inspiration by recounting a tale or detail from their character’s past. Imagine that it’s a flashback to scene where the characters are sitting around the ship’s mess, a tavern, campfire,, etc and getting to know each other. In the ideal case, the story from the past might relate to the present, but that’s not a requirement. As long as the group agrees that the story is worth inspiration (usually yes unless you are trying to game the system!), inspiration is awarded – and can be used immediately! That means if you fail a roll that’s important to your character, you can immediately share more about your character with us for one more shot.

Combat

Combat is rarely a goal in its own right in my games – it should be a means to an end, an obstacle to a goal, etc. I encourage creative planning around combats to gain advantages or even avoid fights entirely through stealth, diplomacy, etc. Being defeated in combat does not always result in death either. That said, once the dice are rolled the mechanical results will always stand, so be careful! I don’t roll behind screens and I don’t do takebacks (except for mechanics that allow it like Lucky feat or inspiration of course).

Spotlight and Pitch

Spotlighting just means trying to highlight the skills and/or themes of a certain character, and it’s something I try to do organically as much as possible. It’s a been a bit challenging sometimes though with a large group and I’d like to try out a new procedure to see if it helps.

At the beginning of each session, anyone who wants to can offer a pitch for a PC to highlight and how. It doesn’t have to be your own character, and you don’t necessarily need to offer one every week. I’ll always bring one pitch to the table just in case. Instead of voting on Rumors, we’ll vote on a pitch and then see if any rumors support the pitch, or come up with a new scenario if not.

Once a character has had an official spotlight, they can’t be the focus again until everyone else has had a spotlight session.

Example pitch: I want to spotlight Drop, I’m interested in the ring artifacts from her dream, maybe we can investigate that pub in Aynuk where she had a vision of her mentor?

Episodic Play

Taking influence from the West Marches style of campaign play, every individual session will begin and end in the same location (probably the party’s airship?). A running list of potential goals will be maintained between sessions, and one of those goals will be selected by the players before each session.

We may need to make certain adjustments based on group size. For example, combats may not be much fun if there are too many players present, so then we’d try to skew toward an exploration, stealth, intrigue, etc. We’ll feel this out as we go!

This does mean that if we run out of time on a game night without having reached the goal, it will be assumed to be a failure! The assumption will be that characters make it back to their base to try again next time, except for in special cases like if the entire party is defeated in combat.