Thursday, March 17, 2011

Destiny Creep Revisited

I've been giving the idea of Destiny Creep a lot of thought lately. Translating it from the diceless version of the game means that accumulating points toward your creep is automatic, but I recently wrote a section of rules that changes this to a die roll.

Now, after a scene in which you spent destiny, you roll a number of d10s equal to the largest single chunk you spent. Successes turn into hash marks on your creep meter. Simple enough, right?

Turning it into a die roll makes the endeavor a safer bet, doesn't it? It means you're not guaranteed to accumulate creep, and in fact will certainly do so at a slower rate than you would if it were a sure thing. But somehow, and I could be totally wrong about this, it feels like spending destiny under this system feels riskier. It's a gamble now, every time. So instead of making the decision ahead of time to accept a sure fate and face the consequences, there's an uncertainty principle behind rolling to see if you lose any hope now. That's the theory anyway. We'll see how it plays. Once, you know, there's enough of this thing to play.

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