Where the Wild Wolves Wander
The book awards a beat for every completed Aspiration, and for major steps taken toward completion of that Aspiration. In our game, major steps towards completing an Aspiration will receive a beat, and Aspirations that are long-term, or that take more than 3 major steps to complete, will result in an experience point (5 beats).
Aspirations: Co-piloting new 6/4
Co-piloting is when players agree to let the GM forcibly bring up an aspiration to move it forward rather than waiting for the player to do so. This won’t be clues or plot hints, but rather the GM stating something like “when you did X last week, this is what happened” or bringing up an aspiration in such a way that players are forced to work on it.
Beats and Experience
All beats earned will go into a single “pot” and be divvied out to players evenly at the end of each session with the exception of certain beats for homework completion.
Player-to-Player Beats new 3/6
Three beats per player at the table that session go into a middle-of-the-table pool that any player can draw from and reward to other players for things such as (list not all-inclusive):
- Impressive or hilarious in-game feats or comments
- Hilarious out-of-game comments
- Moments of roleplaying their character or an aspect of their character well
These beats can also be awarded to the GM. At the end of the session, all beats passed out will go into the common pot and be divvied out to players with the exception of the GM beats which will be added to the next session’s pool as additional beats to pass out.
The book dictates that shifting between the five forms within a fight changes your initiative, which could result in moving up or down in turn order. For the sake of the GM’s and the GM’s Assistant’s sanity, this rule is nixed. Once initiative is rolled, no shapeshifting will alter the order. Other effects and abilities that alter the initiative order are still valid.
The book assumes that Storytellers will use grids for their battlefields, and thus uses a speed score to determine how far players can move within any given form during a turn. However, we will be ignoring all rules utilizing speed, especially those that require the use of a grid in favor of the general “sense” rule for distance, based loosely on the 13th Age idea of “nearby” and “far away.”