Arcadia Issue 25 Breakdown
All art belongs to MCDM
Inspiration has always been a mechanic I forget to implement in my games. I just end up randomly remembering they exist and that’s when I give them away. This article looks to make these points much more important by giving them away through in-game mechanics, as well as giving them other uses.
The article talks about ways inspiration can be given away when critical successes or failures occur. I believe these ways of handling inspiration play extremely way with how these dice results make the players and PCs feel. You can also earn them by expending the last of one of your resources, in the same way you might feel inspired by shooting your last bullet.
The rules for using inspiration, on the other hand, feel much more chaotic (in a good sense). These range from rerolls, to ways to move the plot forward, or mechanical benefits for combat. The most interesting one for me might be giving legendary actions to PCs through inspiration. I believe it can break a bit the action economy, but as long as you take it into account from the start it can make combat more dynamic.
Lastly, we’ve got the two sections that I ended up liking the most. Firstly, we’ve got Party Inspiration: there’s an inspiration pool anyone can draw from, but at the same time everyone has their own inspiration point. I believe you can try to make some fun party strategies with this, adding more fun to the game. Finally, there’s the magic items that consume inspiration, or work differently when you have an inspiration point. The most intriguing items are definitely the ones that have an aura that works while you have an inspiration point, as it creates a synergy with the other rules mentioned above. Would you rather keep the aura, or use a special ability and keep fighting without it?
Final thoughts
This issue was just COOL. New great stuff to do with the underutilized Inspiration, terrifying monsters with very interesting design, and a radical skateboarding adventure! Arcadia just never fails to surprise me! Of course, I loved the monster article the most because I just adore monster design, but the other two stand out on their own as well, with the inspiration article being something I would really like to try out and playtest in my games, and the one-shot being the perfect adventure to play when a player misses a game.
What’s your opinion? Which of the three articles is the best for YOUR table? Is there one you are looking forward to adding to your campaign? Let me know in the comments below!!