Monday, July 1, 2019

Foreshadowing PC Doom; a game mechanic for any RPG

The TOKEN of DOOM always rests before one of the Players at the table.  It can be any small object; special die, favorite paperweight, conch shell... it serves two purposes, possibly three:

1. When a die roll must be made on behalf of the Party, rather than an individual PC - Surprise, Party Initiative, maybe an on-the-fly treasure determination, etc - the Player makes the roll, then passes the Token to the next Player (keeps it fair, helps maintain engagement)

2. The "Doom" Part; Whomever holds the Token is also under the Shadow of Doom, for should the next Encounter call for a Party member to be a trap-tripper, attacked first in a combat, or otherwise randomly selected, singled out, possibly ganged-up on (definitely, if number of foes exceeds number in Party!)... They've ALREADY been randomly selected, AND they got to "have a bad feeling about this..." beforehand.  Not that anyone else is safe, just that the Token bearer is under increased threat of extra peril.   Pass it along after doom befalls

3. Next time a Player does something solely and explicitly designed to piss off the DM, he has the option to silently yet meaningfully pass the Token from the current bearer to the offending Player, and make them keep it awhile