Someone mentioned in #ds_patrons that they don’t like Hero Tokens being tracked per session, and it got me thinking of how to make gaining hero tokens more interesting. I like how they’re used, and am not going to mess with that, BUT here are some thoughts for changes:
- Hero Tokens carry between sessions. Instead, they reset when the heroes take a respite.
- Instead of gaining a pool of Hero Tokens at the start of a session, gain 1 at the start of every session.
- “Success with Reward” results on tests can still have the reward be a Hero Token,
- Every hero has 1-3 narrative triggers for gaining Hero Tokens, likely gained from class (but maybe from Ancestry, Culture, or Career instead?)
This is kind of stolen from MASKS: A New Generation, which is a PbtA teenage superhero ttrpg. In MASKS, you have team points, which you can spend to help teammates or to gain bonuses for acting selfishly, which plays into the themes of that game. You gain 1 team point at the start of a session, and they reset “when time passes”. Every character has unique “team moves” tied to their playbook (like a class), which are triggers that generally give you extra team points in addition to other mechanics things specific to MASKS.
So the goal when designing the specific triggers will be to have them tie into the heroic and cinematic fantasy narrative Draw Steel tries to have.