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Character Beliefs

Posted: Sat Aug 08, 2015 12:39 am
by Jacen
I am a big fan of the Burning Wheel games and in particular the idea of character beliefs, so I have created this system to mechanically reflect them in my campaign. We have not play tested this yet so feel free to give me any ideas for improvement. The mechanics themselves are a very small supplement to the rules so I don't think they are anything game breaking.

Belief System

A characters belief is a brief statment that gives a snapshot of his mindset. It could be a strong motivation, a long term goal or desire, or perhaps an important opinion or philosophy. What's matters is that it shows something important to the character and how he views the world around him. In play beliefs have two mechanical effects.

At character creation a player will devise one such Belief for his character. Inspiration should be drawn from his culture, calling, background and personality. Some examples of beliefs:

- I will protect the borders of my homeland for the good of all Free People's.
- I am good for naught save blood and steel.
- Don't look for a Took to do much on an empty stomach (second breakfast included.)
- I will prove myself worthy to my companions, no matter the cost.
- My kin will one day reclaim the forest as their own, and rid it from the taint of shadow.
- Elves are not to be trusted, they care little for the perils men face.

Advancement Points

Like a Trait a Belief can be used as means to obtain advancement points when they are narratively linked to the use of a successful common skill roll.

Pushing Beliefs

Once per session a companion may push his belief on a common skill roll. This should be a roll that strongly narratively links to the Belief, and its use is subject to the approval of the other players and the Loremaster.

For the use of this common skill roll the player may roll the feat die twice and take the better result.

This mechanical boon also comes with one caveat however, should the companion fail the task at hand he instantly gains a point of shadow to reflect the feelings of self doubt that creep into his mind after his failure.

Changing Beliefs

A character may undertake a Fellowship phase undertaking to change his Belief, much like a Trait. This shows his changing outlook of the world around him.

Re: Character Beliefs

Posted: Sat Aug 08, 2015 2:58 am
by robert_pat
I like how this idea really forces players to think a little more in-depth about who their character is. But given the mechanical similarities between these Beliefs and Traits, why not just go all the way and add this as another form of trait, to be treated the same as Specialties and Distinctive Features?

Re: Character Beliefs

Posted: Sat Aug 08, 2015 3:52 am
by Angelalex242
Well they aren't the same. Though what men and hobbits and even dwarves might believe is up for grabs. It's the elves who have a religion, of sorts...there walk on Middle Earth those old enough to have met the Valar. Galadriel, for one. And elves know they'll be meeting them in person the minute they take that ship.

Re: Character Beliefs

Posted: Sat Aug 08, 2015 6:33 am
by poosticks7
I like this. Gives a nice role-playing cue, has a simple mechanic and a drawback.

I could see this fitting in quite snuggly.

Perhaps a list of examples might explain your idea better though, I think Angelalex misunderstood.

Re: Character Beliefs

Posted: Tue Aug 11, 2015 11:38 pm
by Jacen
I have updated the original post with some examples to make my intentions more clear.

Re: Character Beliefs

Posted: Wed Aug 12, 2015 7:50 pm
by Koniu
Given in TOR there are plenty of "personality" traits I would go with Torchbearer and give one Belief, one Instinct and one Goal. Also one per session allow to push any of those for free Attribute bonus to make those poor attributes more useful. Of course using any of those to gain AP is great idea.