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Bonds

PoW p. 187

Texto

The relationships between people are a vital part of stories that revolve around character drama, and Legend of the Five Rings relies heavily on related motifs. By default, relationships are reflected purely through roleplaying, and the Game of Twenty Questions introduces several relationships as well.

GMs who want to further enable mechanical incentives for this sort of character-oriented drama can do so by including these rules for bonds in their campaigns. Bonds can be recorded in the Relationships section of the character sheet, alongside a character’s less mechanically detailed relationships. Bonds are especially good for intrigue-oriented campaigns in which who a character knows can be as important as their skills and abilities, or for giving players a specific means to shape their characters’ personal stories that touch upon other people in the world.

Bonds are a new way to spend experience points, reflecting the deepening of the connection between two people as they invest energy and emotion in one another. This is commonly done by spending time together, but it can also happen via letter writing, or even during times of separation, as long as the two are deeply connected. Bonds can take many forms. Friends can obviously have bonds, and so can lovers, family, and colleagues. However, rivals and even enemies can also have bonds that define their relationships; many rōnin and samurai stories are driven by a character’s desire to vanquish a specific foe, or to surpass a fellow warrior whose strength inspires them to obsession.

Texto do livro

Path of Waves – The Essential Guide to Rōnin · Chapter 6: Untold Stories › Bonds · p. 187

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The relationships between people are a vital part of stories that revolve around character drama, and Legend of the Five Rings relies heavily on related motifs. By default, relationships are reflected purely through roleplaying, and the Game of Twenty Questions introduces several relationships as well.

GMs who want to further enable mechanical incentives for this sort of character-oriented drama can do so by including these rules for bonds in their campaigns. Bonds can be recorded in the Relationships section of the character sheet, alongside a character’s less mechanically detailed relationships. Bonds are especially good for intrigue-oriented campaigns in which who a character knows can be as important as their skills and abilities, or for giving players a specific means to shape their characters’ personal stories that touch upon other people in the world.

Bonds are a new way to spend experience points, reflecting the deepening of the connection between two people as they invest energy and emotion in one another. This is commonly done by spending time together, but it can also happen via letter writing, or even during times of separation, as long as the two are deeply connected. Bonds can take many forms. Friends can obviously have bonds, and so can lovers, family, and colleagues. However, rivals and even enemies can also have bonds that define their relationships; many rōnin and samurai stories are driven by a character’s desire to vanquish a specific foe, or to surpass a fellow warrior whose strength inspires them to obsession.