Making Quality Ideals

Ideals originally come from The Shadow of Yesterday (by Clinton R Nixon) where they are called Keys. I encountered them for use in Ironsworn in the form of Samuel Rondón’s excellent Motivation cards.

My first real attempt at an Ideal card

My goal for Rough Beasts isn’t to come up with a huge number of ideals that could embody every character you could think of. Instead, I want to come up with just a handful of Ideals that emphasize the themes of the setting and the source material.

My best source for learning about WWI was Dan Carlin’s Hardcore History podcast. Therein, he talks about how people felt about their identity as part of a nation and the glorious history of that nation on the world stage. I wanted something that gave you a way to connect to that as a character.

Writing Good XP Triggers:

XP Triggers are a guide for playing your character at their best. They need to be broad enough that they can apply to a variety of situations, but not so broad that you’re left questioning if they apply in every moment. Here are my guidelines:

One that demonstrates your ideal in action.

  • Nationalism: Defend the honor of your people.

  • Vengeance: Hurt those who hurt you.

  • Conspiracy: Further the agenda of your secret masters.

We do this because it gives you a clear and obvious way to express your ideal in a variety of situations: Finding information; blowing things up; talking to people. All of these become ways you earn XP as long as you do it in some way that highlights your ideal.

One that demonstrates how you engage with the world around you.

  • Nationalism: Protect the heritage of your country.

  • Vengeance: Don’t get close, don’t share, don’t show weakness.

  • Conspiracy: Manipulate others to your ends.  

We do this because it gives you a way to relate to people or the world around you. Whether though defending the historic sites and treasures of your country or by back-leading others into working for you. Vengeance is, again, inward looking rewarding you for sticking to your type.

One that demonstrates your personal relationship with the ideal and gives you a way to grow.

  • Nationalism: Strengthen your people’s community.

  • Vengeance: Add a notch to your belt and pick your next target.

  • Conspiracy: Advance your standing within the conspiracy.

We do this because it gives you a way to have a long term relationship with your Ideal. If the first XP Trigger is general and short term, this one is how you leave a lasting change in the world. It’s a project that lets you build something that can span between sessions

Grit Triggers: Grit triggers reward you for demonstrating the downside of your commitments.  

Writing Good Grit Triggers:

Grit Triggers are a guide for playing your character even when it’s hard. They need to demonstrate the lengths your character is willing to go for their ideal, the price they are wiling to pay. Living up to your ideals, even when it’s painful or costly, give your character the strength to keep going. Here are my guidelines

One that costs you.

  • Nationalism: Put yourself in danger for the sake of your people.

  • Vengeance: Leap into action to strike your target, regardless of consequences.

  • Conspiracy: Lie, misdirect, or occlude.

We do this because this because it is an easy price to pay, and therefor the player will be inclined to play it. The purpose of these Grit Triggers is to get the player to get themselves into trouble so that the game shows the negative aspects of their ideal. These kinds of actions are a bargain and entice you into playing the downsides of your character too.

One that costs others

  • Nationalism: Sacrifice the betterment of others in the name of your country.

  • Vengeance: Let others pay the price.

  • Conspiracy: Manipulate others into accomplishing your ends.

We do this to show how your commitment can hurt those around you. Some of these are incredibly on the nose, but that’s okay. People don’t generally want to let others suffer for their choices, but this reminds you it is possible. The Conspiracy one is good because it not only tells you to do this but tells you how.

One that damages your goals.

  • Nationalism: Perpetuate a cycle of violence from The Last War.

  • Vengeance: Damage your relationships or soul in the name of revenge.

  • Conspiracy: Keep your secrets, even from allies.

We do this because sometimes our ideals make us our own worst enemy. As a player you probably won’t want to do this, but the fact that it’s out there as a lure will mean it’s constantly tempting you. Avoiding that temptation means you are facing the same struggle as your character. Giving into it means you’re living up to your ideals.

Writing a Good Buyoff:

Buyoff is (thankfully) much less complicated. It needs to be complete, painful, and irrevocable. You probably never want to do it. But the fact that its there, the fact that you can is simultaneously the greatest temptation and a promise that you don’t have to remain the same forever.

  • Nationalism: Leave your people to their fate.

  • Vengeance: Let them get away with it.

  • Conspiracy: Turn your back on the organization and become hunted.

Ideals Tell Us About the World

The key about all of these parts is that they force you to say things about the setting. A player who chooses Nationalism is going to have to define their national identity. Who are their people? What are they like and why would their honor need defending? This is an old-fashioned concept of national identity drawn from the culture surrounding World War One.  A character who wants to embody Conspiracy must do so by enacting the will of their higher ups. But who are they? Why are they secret? What is your place in the hierarchy? This is all drawn from Resident Evil (Wesker and Ada Wong are touchstones for this).

Ideals provide the player with a cook-book, as set of steps to follow to embody the setting.

Next time I’ll provide the tools I’m using to make ideals and some guidance about how to use them!

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