Against the Inevitable: Notoriety

Last time I went over how heroes can accumulate Drive to help overcome obstacles. That resource also acts an incentive for heroic players to flesh out heroic characters and their place in the world. This time I’d like to look at adding a similar incentive for nemesis players.

Sample Rules

When an obstacle is created, it has no Notoriety. When an obstacle defeats an attempt to overcome it, the obstacle gains Notoriety. Obstacles can also gain Notoriety if they cause a hero to lose something of great personal significance.

When an obstacle is defeated, its notoriety can be spent to limit or add twists to the heroes’ victory narration. Notoriety may also be spent to feed a small portion of the obstacles threat back into the main threat pool.

Behind the Scenes

In the Big Three post, I said the nemesis players’ job was “make the main characters work for their victory and to make challenges the other players want to see beaten (ex. a villain the group loves to hate)”. Notoriety awards the nemesis side each time the heroes are beaten. However, it can’t actually be spent until the obstacle itself is defeated. When combined with Drive, this should create an interesting back and forth between the two sides.

It’s also worth noting that personal losses feed both Notoriety and Drive, awarding players on both sides. This could potentially be overplayed, but it may be a useful dramatic tool.

On a side note, I’m letting Notoriety feed threat back into the main pool in part to encourage heroes to overcome obstacles before they build up too much Notoriety. It also serves as a useful drain for excess Notoriety if not all of it is used mitigating heroic narration. That in turn may actually encourage suitably impressive heroic narration on high Notoriety foes.

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Published in: on November 28, 2011 at 2:18 pm  Leave a Comment  
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