heroism - a core mechanics concept
Heroism is a set of characterization and play mechanics that use attributes of coercion to resolve situations, based on Wengrow and Graeber's "The Dawn of Everything".
Power
There are three main forms of dealing with the world, called Powers.
- force
- information
- charisma
Each one has a set of verbs.
Force
- break
- push
- beat
Information
- keep
- expose
Charisma
- lead
- charm
- pull
When you use Force, Information, or Charisma, describe want to get what you want, choose a verb that suits the outcome you seek. You have first say on how you forming your sentence. The Facilitator has final say on when you are flexing your Powers.
- I break their silence
- I keep them interested
In response, the Facilitator forms a sentence out of one of your verbs too. They don't have to be the same. The Facilitator has final say.
- you break their heart
- you keep them against their best judgement
You may combine more Verbs as you see fit. For every added verb, the Facilitator gets to leverage another.
- I lead them to assume I have the letter to keep them under my thumb
You can leverage a verb against yourself too. When you do, the Facilitator has final say. The Facilitator can only use a verb against you for every verb you use in your favour.
- I beat them to the door but I expose myself to retaliation
Each verb is usually connected to a specific power but you may be able to use a Force verb for a Secrets verb, for example. The Facilitator has a final say.
It's important to notice that there is no way to find an outcome favourable to you without inflicting some sort of violence or harm to someone - even yourself.
License and Attribution
This module is published under the Anti-Capitalist Attribution Cooperative License.
You may use the template below for attribution:
[your thing] used/was inspired by Heroism, by Gabriel Caetano Barbosa.
Credits
Art Mechanics