
Usually the story can be manipulated by using the Drama Deck. For groups playing without it, here’s an alternative way to use Life Points instead. The Limit of 10 Life Points does not apply any longer, and the Game Master should hand out a lot more Life Points during the story progress, about 3 per scene– depending on the setting.

Story Manipulation


For the most part, the Game Master sketches out the plot and guides the action. You get in the mix through your character’s actions, but that’s not the only means you have to impact the storytelling. Life Points allow you to modify that story in small ways. You can play up coincidence or try to gain a small edge for yourself, another player character, or the group as a whole.


For example, the daughter of the local lord might develop a liking for one of the player characters, or an old friend might show up at an unexpected moment to save the day or lend a hand. Whatever the case, it should always be done to make the game more interesting and fun for the players (though not necessarily their characters).


The Game Master has the power to veto plot-twisting Life Points if they undermine the storyline. Life Points cannot change core aspects of the tale, alter the very nature of a character, overturn prior events, or wrap the adventure up into a neat package.


When you want to spend Life Points to change the story, make a suggestion and hand the Game Master the number of Life Points you are willing to spend, based on how far you think you are stretching things. If the Game Master is in agreeance, he keeps the Life Points and incorporates the suggestion—perhaps altered as he sees fit. Remember, he has a better idea of what’s coming, so cut him some slack. If he likes the idea, but doesn’t think you’ve handed over enough points, he could reduce the impact of it and use it that way, or ask for more. If the Game Master doesn’t buy it, he simply rejects the Life Point bribe and hands them back.


The Life Points and Story Impact Table gives some pointers. Keep in mind that Life Points are never a license to derail the story, to ruin another player’s fun, or to destroy the adventure or an important premise of the campaign.

Points and Story Impact

| Cost | | | Impact | |
| 1-2 | | | Inconsequential: This is the bar that serves that particular kind of elven wine you always liked. | |
| 3-4 | | | Minor: This is also the bar where Riga, the gossip and local rumormonger, likes to hang out. | |
| 5-6 | | | Moderate: You seem to recall that this bar has rooms for rent upstairs, with windows right at the level you’d need to swing across to the guardhouse without being seen. | |
| 7-8 | | | Significant: Aren’t the guards usually in this bar at the same time every night, practically leaving the guardhouse wide open? | |
| 9-10 | | | Major: Why, it looks as if the last person to occupy this room was a wizard. He’s left his invisibility potions and everything. | |
| 11+ | | | Defining: Did I say wizard? I meant incredibly powerful and helpful dragon. | |