Honor
is the principle sticking point that makes the world of Credence work. This is
the reason the streets are safe, why you can leave your horse outside the
tavern and expect it to be there when you return. Why your family is safe in
your house while you are away.
The honor system is the
basis for all player statistics. It amplifies every ability, every skill.
Without honor there can be no personal accomplishment. One without honor is at
the mercy of a rank newbie who has honor.
Honor! Without it, your
life is miserable, wretched and short.
Your lifetime total honor is called your Credence.
Credence grows
linearly but amplifies skill logarithmically. This means to double Credence is to increase skill
incrementally. This makes it impossible to gain limitless skill in any
reasonable amount of time.
Credence is built slowly,
painstakingly. And it is lost in a heartbeat. The Credence to be gained in a boon is
always smaller than the Credence
lost in failing.
So why take on a boon if
it’s so risky? Because boons are your way of life. Anything worth doing in
Credence is a boon. And all player growth is because of boons. Boons are valued
because gaining Credence
is difficult.
A powerful Character
loses much in failing a small boon. And gains very little in fulfilling it.
Rather, give a gift in such a situation. Credence is
not changed by gifts.
A weak Character loses
much in failing a large boon. And stands very little chance of fulfilling one.
Rather take on boons suitable to your skill and station.
This means that new
Players spend their time doing small tasks around town, helping their House and
Guild, and learning the ropes. Experienced players are out in the mountains
slaying bugbears and tracking down legendary artifacts, and teaching newbies in
their spare time.
Evil
by any other name smells as bad. There is no limit to the depths that Credence can go. Once it passes
–1 Credence
modifies skills in a way similar to how positive values do. Only neutral
skills can be modified by negative Credence.
Anyone
interested in playing the bad guy should beware – their repertoire of skills is
limited, and doesn't include ANY artifice skills. They will have to depend
entirely upon stolen tools and weapons. No decent player (or NPC) will sell
them anything, including food. No house or public building will admit them. Get
bad enough and decent people will be free to attack, injure and even kill evil
players.
Why
have evil players? They provide challenges for advanced players. The world is a
dangerous place. Without great risk there can be no great achievement.
Confronting evil is very worthwhile – providing evil doesn’t overwhelm and
destroy good. That’s why evil has such handicaps–to prevent it from overwhelming
decent players and sending Credence spiraling into anarchy.
Philosopy Boon System Honor Craft Design Home
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Credence: an MMP world of Consequences |
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