Trinket Tuesday: Crazy Crown

32. Crown that when worn transforms the character into a class from a different RPG system. While worn those different rules apply to that character and the characters they directly interact with. Subject to GM's discretion.

I love mechanics and systems and the way they interlock and build on one another. At first glance introducing a trinket like this should cause the gears of the mechanics to come screeching to a halt, but this meta-defying object is actually relatively safe, if a bit of a chore for both the GM and the player. The trick, besides me reminding the GM that they don't have to use this item if they don't want to, is that the GM is acting as the interface between the other system and this one. They are still the arbitrator, they still enforce rulings not rules when not sure of the answer, and there will be a lot of points they are unsure of.

What this trinket gets you, besides a super crazy meta-defying object, is a way to get the player thinking about interfacing with your system and exploiting it. The thing is, even without the crown, I would be willing to hack in all sorts of crazy classes from other systems if the player was enthusiastic enough. But having a diegetic reason for it gives the player the excuse they need to do it, with less permission.



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