Complications
Texto
Ninjō, giri, and the friction that can arise between the two provide a great deal of fodder for roleplaying on their own. Players should consider their characters' ninjō and giri when making choices for their characters, and GMs should look at what their players chose when planning story arcs. Complications provide an additional, slightly more codified way for players and GMs to use these character motivations at the table.
A complication is a slight narrative turn or brief moment that stems from one or more characters’ ninjō and/or giri. The GM can introduce a complication at any time. Narratively, complications can be relatively mild or wildly melodramatic, depending on the tenor of the story. Example complications could include:
Receiving a letter from a loved one the character has not seen in some time
Realizing that a masked enemy is, in fact, the character’s long-lost sibling
Encountering the haunting scent of a perfume often worn by the character’s deceased friend
Running into a character’s secret lover somewhere the two cannot acknowledge each other
Spotting an obvious reminder of one’s unfulfilled oath to bring the enemy of the clan to justice
Noticing a chance to pursue one’s desire or duty—at cost to the group’s current goal
Being presented with an opportunity to pursue one’s ninjō or one’s giri—but not both
A player can also propose a complication for their character, in which case the GM should give it due consideration, then implement it if it makes sense and is not overly disruptive to the flow of the story. If a complication does not fit into a particular scene, but the GM wants to use it later, the GM can ask the player to write it down and give it to them for later use.
No matter who introduces it, each character can have only one complication per game session—though a character’s ninjō and giri can cause turmoil whenever the GM and player see fit.
Resolving a Complication
When the GM introduces a complication for a character, their player chooses one of the following: the character stoically accepts it, in which case there is no effect beyond the narrative results of the complication, or the character is deeply moved by the moment, in which case they receive 3 strife and gain 1 Void point.
Texto do livro
Core Rulebook · Chapter 1: Playing the Game › The Character › Complications · p. 32 p. 39
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Ninjō, giri, and the friction that can arise between the two provide a great deal of fodder for roleplaying on their own. Players should consider their characters' ninjō and giri when making choices for their characters, and GMs should look at what their players chose when planning story arcs. Complications provide an additional, slightly more codified way for players and GMs to use these character motivations at the table.
A complication is a slight narrative turn or brief moment that stems from one or more characters’ ninjō and/or giri. The GM can introduce a complication at any time. Narratively, complications can be relatively mild or wildly melodramatic, depending on the tenor of the story. Example complications could include:
Receiving a letter from a loved one the character has not seen in some time
Realizing that a masked enemy is, in fact, the character’s long-lost sibling
Encountering the haunting scent of a perfume often worn by the character’s deceased friend
Running into a character’s secret lover somewhere the two cannot acknowledge each other
Spotting an obvious reminder of one’s unfulfilled oath to bring the enemy of the clan to justice
Noticing a chance to pursue one’s desire or duty—at cost to the group’s current goal
Being presented with an opportunity to pursue one’s ninjō or one’s giri—but not both
A player can also propose a complication for their character, in which case the GM should give it due consideration, then implement it if it makes sense and is not overly disruptive to the flow of the story. If a complication does not fit into a particular scene, but the GM wants to use it later, the GM can ask the player to write it down and give it to them for later use.
No matter who introduces it, each character can have only one complication per game session—though a character’s ninjō and giri can cause turmoil whenever the GM and player see fit.
Resolving a Complication
When the GM introduces a complication for a character, their player chooses one of the following: the character stoically accepts it, in which case there is no effect beyond the narrative results of the complication, or the character is deeply moved by the moment, in which case they receive 3 strife and gain 1 Void point.
