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Lxndr
12-30-2003, 04:02 PM
http://www.fudgefactor.org/2001/11/01/this_time_its_personal.html

The above article, entitled "This Time It's Personal," was originally written for FUDGE, but has been a source of inspiration for me in a number of games using various systems (FUDGE and HERO being the primaries). With The Artha Wheel (http://www.burningwheel.org/pdf/artha_wheel_r3.pdf), it seems like a good spot to bring the idea back again.

For those unwilling to read the article, in brief it recommends giving XP awards to players for accomplishing specific outstanding goals, either in addition to other XP, or instead of other XP. Now, Artha in Burning Wheel isn't precisely XP, but it's still a reward mechanic, and the advice from the article still seems to apply. Mixing it with the Artha Wheel, and it's obvious that this would be an augment to the Persona portion.

Currently, the Artha Wheel recommends giving a Persona point to a character any time they meet/defeat a goal. But who decides what the character's goals are? I postulate that the process might benefit from the more concrete techniques given in the article: namely, that of defining the goals beforehand. To quote from the article, a sample character's goals might be as follows:


Goals for Thardon, the Warrior
One point - he must return a lucky dagger to his friend in the King's Army.
Two points - he must earn a thousand gold pieces in order to afford a cure for his mother's illness.
Three points - he must locate, challenge and defeat the wizard Arrax, who killed the woman he loved.
Four points - he must locate the Sacred Stone of Seriph, as was foretold by a prophet at the time of his birth.

Now, obviously, these values are for FUDGE. But it seems to me that the reward schedule (1-4 points) could even remain unchanged without disrupting the game unduly. Perhaps instead of 1-4 points, there could be a scale of 1-3 Persona points, with "4" being replaced by "1 Deed Point." I'm going to assume that structure for the rest of this post.

The article warns against a large number of goals overly distracting the party, which I agree. So I propose that each level of the scale be allowed to only hold one goal at a time. Thus, a character might have no more than four goals at any one time, each differing by an order of magnitude. The smallest goal would give but 1 Persona, with the largest, once met, giving 1 Deed.

Furthermore, I propose the following:

1. A player may leave any of his character's goals open for definition in play. Filling in an "open" slot costs the character nothing. However, the GM may veto a goal at any time.

Corrolary to #1: The GM will almost definitely veto a cheatin' move like waiting until just before a potential goal is completed before creating it.

2. A goal that CANNOT be met due to circumstances can be erased without penalty. (i.e. you can't kill the wizard Arrax because someone else did). A goal that your character CHOOSES to change due to circumstances, you must pay a Fate point to change (i.e. you choose not to kill the wizard Arrax because he's your new father in law). This will hopefully keep players from jostling goals around willy-nilly.

This, I think, could be a good system to help quantify what, exactly, a character's goals ARE. Just a thought - anyone have any impressions, comments, criticisms, or vile language?

Drozdal
01-05-2004, 09:18 PM
IMHO all this what was written above and on fudgefactor.com is well represented in BW as Beliefs. Players get artha for fulfilling/playing their beliefs, and how many points you get (besed on their priority for character) for playing those out depends on Gm. But still it was a nice thing to read.

Dro

luke
01-06-2004, 02:11 AM
IMHO all this what was written above and on fudgefactor.com is well represented in BW as Beliefs. Players get artha for fulfilling/playing their beliefs, and how many points you get (besed on their priority for character) for playing those out depends on Gm. But still it was a nice thing to read.

Dro

That's definitely one way to look at it. But Beliefs aren't always goals, sometimes they are simply ways of being. What Lxndr is proposing is evoking more goal oriented play by allowing players to set the terms of their rewards.

I was just thinking about this post (after two weeks of mad artha spending in our BW games) because Persona is definitely getting the short shrift in Artha land. Even Pete admitted having trouble judging when points should be awarded.

Given that, I am interested in expanding Lxndr's proposal. At the very least, I see it doing no harm, but plenty of good in its current form.

Um, consider it endorsed?
-L

Lxndr
01-06-2004, 09:13 AM
(You know, I always have to log in TWICE on these boards before it accepts my login... it's bizarre)

Anyway, my recommendation is specifically meant to be used in combination with the Artha Wheel (http://www.burningwheel.org/pdf/artha_wheel_r3.pdf) - after all, the base Artha system doesn't separate the categories, so there's no need for such rules.

But in Artha Wheel, you generally earn Fate points for your BITs (through the Inconvenient BITs method), and only occasionally get BIT-related Persona points through either Embodiment or Moldbreaker. The Personal Goals category for Persona points is already defined as DISTINCTIVE from using BITs, in the variant rules text.

But, UNLIKE BITs, there was no method given for quantifying character goals. So I adapted one from fudge factor. And through doing the adaptation, it just seemed to make sense that the highest level goal should give a Deed, to keep in line with "accomplishing greater goals." When I start my game in a few weeks, I'll definitely be using this, and I'll be back to report how it goes.