Willpower farming by sport
Posted: Fri 02 May 2025, 14:20
Some GMs report that their players push foraging or other rolls to farm willpower points (e.g. here: viewtopic.php?t=4680). Foraging can lead to mishaps, so wouldn't it be safer for the characters to arrange a long jump competition every evening? They could maintain a long jump record and try to break it before sleeping (pushing their rolls in the process). Like the sorcerer Nirmena in the examples on page 43 and 46, but why jump chasms when it is much safer to jump along the ground? Gamemasters who interpret the box on page 44 as either the character's action succeeds (the character beats the record) or the player makes a skill test (and can push the roll), will be forced to let the characters make a skill roll at some point (or the characters can keep increasing the distance and become long jump champions).
The players could also arrange other types of competitions (e.g. weight lifting or wrestling) to farm willpower point.
By the way here is the original Swedish version of the text in box on page 44. It is on page 42 in the Swedish rule book. To me its intent sounds more like advice to the players than a rule: "Det är svårt att lyckas med handlingar i Svärdets sång. Sakner du bra redskap eller vänner som hjälper dig ër risken stor att det går illa. Slå därför aldrig tärning i onödan. Spara tärningarna till dramatiska situationer eller svåra utmaninger. I andra lägen bör SL helt enkelt låta dig göra det du vill."
To me the example shows the need to either
1) invent more drawbacks to pushing
2) decide that some rolls can't be pushed
3) decide that in some cases pushing doesn't trigger any willpower.
Any suggestions of a solution? How would you handle it if your players began arranging sports competitions?
The players could also arrange other types of competitions (e.g. weight lifting or wrestling) to farm willpower point.
By the way here is the original Swedish version of the text in box on page 44. It is on page 42 in the Swedish rule book. To me its intent sounds more like advice to the players than a rule: "Det är svårt att lyckas med handlingar i Svärdets sång. Sakner du bra redskap eller vänner som hjälper dig ër risken stor att det går illa. Slå därför aldrig tärning i onödan. Spara tärningarna till dramatiska situationer eller svåra utmaninger. I andra lägen bör SL helt enkelt låta dig göra det du vill."
To me the example shows the need to either
1) invent more drawbacks to pushing
2) decide that some rolls can't be pushed
3) decide that in some cases pushing doesn't trigger any willpower.
Any suggestions of a solution? How would you handle it if your players began arranging sports competitions?