On the Ghost Incentive

 

I hate being told "I'm playing wrong."

My favorite part of tactical infinity is the idea that you can douse a fire elemental with a decanter of endless water. You're supposed to swing off the furniture and play the game. 

But what for the Murderhobo!?

Well, the OSR has had that problem for a long time and has great solutions. Consequences. That's it. Players can do anything they want, as long as they are willing to pay the consequences. I never have to say "You're not supposed to do that."

I can just say "Go ahead, enjoy camping and random monster checks."

So I didn't want to say "You can't do that" in Sinless. I want players to say, "I'm going to solve that problem by blowing up the building."

But that isn't sustainable for long-term campaigns (which Sinless is designed for). It rapidly leads to the structure of the game disintegrating (in a very similar way to rampant Murder-hoboism!) It's a good solution, but best not to overdo it.

Because an Agonarch has no desire for any one result or another, we look to an impartial metric. 

Blowing up a building brings attention. 

No one could deny this! Behold! The building is gone? 

Where is it?

People will want to know. 

Instead of some invisible wall you can just say, Ok, if that happens, everyone's ghost rating is going to drop by 1d6. 

A simple solution to a complex social problem that creates great emergent gameplay and player motivation! I play this game regularly, I'm not trying to do extra work over here. Emergent gameplay is key, cause I don't have time to plot anything.

https://sinlessrpg.com



Hack & Slash 

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