Adding Complications
Texto
Ninjō and giri inform the players and GM about a character’s relationship with their desires and their duty. In many works of fiction about samurai, a character strives to maintain their personal values while achieving glory in the eyes of their lord. During this process, the character’s perspectives on honor and glory are often challenged, and these perspectives frequently evolve as the character develops. Alternatively, a conflict between one’s personal beliefs and the needs of a sworn lord might drive a character’s development over the course of a story.
The twin motivations of ninjō (a character’s internal feelings, tied to their belief in Bushidō) and giri (the oaths to their lord that they must uphold to advance in the world) are levers that the GM can use to create interesting, dramatic confrontations between characters, or even within a single character. Complications, as described on page 39, are a way that both GMs and players can pull these motives into the story. GMs can choose to use the rules for discord to create conflicting complications for the PCs.
Discord
Discord functions in a simple manner: choose one PC’s giri and another’s ninjō, then simultaneously introduce complications for each that set the two motivations at odds with each other through the use of a pair of complications introduced at the same time. The discord tracks allows the GM to determine these in a randomized manner for a more procedural approach, but planning in advance is equally valid.
Building the Discord Tracks
Once all characters have chosen their ninjō and giri, the GM should fill in the discord tracks on the Campaign Sheet (found at www.FantasyFlightGames.com). One track is for giri, and the other is for ninjō. The GM writes each character’s name outside of the tracks as indicated, and then each character’s giri on the inner track and ninjō on the outer track.
Choosing a Session’s Discord
For the first session, the GM should begin at Spoke 1 for both tracks. For future sessions, the GM should begin at the spokes that contributed to the last session’s discord for each of the two tracks.
To determine a session’s discord, roll and keep a number of equal to the number of players (resolving as usual). Total the number of and , and then count that many spokes counterclockwise on the giri track, skipping any blank spaces. The final spoke indicates the character whose giri is part of the session’s discord. The GM should start thinking about a complication they can introduce that stems from this PC’s giri.
Next, total the number of and , and then count that many spokes clockwise on the ninjō track, skipping any blank spaces. The final spoke indicates the character whose ninjō is part of the session’s discord. The GM should start thinking about a complication related to this players’ ninjō, and how it might clash with the prior complication.
The GM may inform the player whether it was their character’s giri or ninjō that was rolled if they want to let the player start thinking about ways to work it into the story—or not, if that builds tension more effectively.
Texto do livro
Core Rulebook · Chapter 7: The Game Master › Running the Game › Adding Complications · p. 296 p. 298 p. 299
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Ninjō and giri inform the players and GM about a character’s relationship with their desires and their duty. In many works of fiction about samurai, a character strives to maintain their personal values while achieving glory in the eyes of their lord. During this process, the character’s perspectives on honor and glory are often challenged, and these perspectives frequently evolve as the character develops. Alternatively, a conflict between one’s personal beliefs and the needs of a sworn lord might drive a character’s development over the course of a story.
The twin motivations of ninjō (a character’s internal feelings, tied to their belief in Bushidō) and giri (the oaths to their lord that they must uphold to advance in the world) are levers that the GM can use to create interesting, dramatic confrontations between characters, or even within a single character. Complications, as described on page 39, are a way that both GMs and players can pull these motives into the story. GMs can choose to use the rules for discord to create conflicting complications for the PCs.
Discord
Discord functions in a simple manner: choose one PC’s giri and another’s ninjō, then simultaneously introduce complications for each that set the two motivations at odds with each other through the use of a pair of complications introduced at the same time. The discord tracks allows the GM to determine these in a randomized manner for a more procedural approach, but planning in advance is equally valid.
Building the Discord Tracks
Once all characters have chosen their ninjō and giri, the GM should fill in the discord tracks on the Campaign Sheet (found at www.FantasyFlightGames.com). One track is for giri, and the other is for ninjō. The GM writes each character’s name outside of the tracks as indicated, and then each character’s giri on the inner track and ninjō on the outer track.
Choosing a Session’s Discord
For the first session, the GM should begin at Spoke 1 for both tracks. For future sessions, the GM should begin at the spokes that contributed to the last session’s discord for each of the two tracks.
To determine a session’s discord, roll and keep a number of equal to the number of players (resolving as usual). Total the number of and , and then count that many spokes counterclockwise on the giri track, skipping any blank spaces. The final spoke indicates the character whose giri is part of the session’s discord. The GM should start thinking about a complication they can introduce that stems from this PC’s giri.
Next, total the number of and , and then count that many spokes clockwise on the ninjō track, skipping any blank spaces. The final spoke indicates the character whose ninjō is part of the session’s discord. The GM should start thinking about a complication related to this players’ ninjō, and how it might clash with the prior complication.
The GM may inform the player whether it was their character’s giri or ninjō that was rolled if they want to let the player start thinking about ways to work it into the story—or not, if that builds tension more effectively.
