So, I've been chewing some things over lately, and something tripped me up hard when, while taking a break from the exam season, I got to thinking about Changeling and realized a bit of a problem.
Changeling has a persistent them about trying to hold onto your humanity while persistently indulging your fae side; scarred by Arcadia but unable to let it go; beauty and terror sacheying giddily through the park. On its face, Changeling has some great systems for encouraging certain behaviours; the odd tricks in Catches, the power and peril of pledges, and the like.
Yet as it stands, Changeling has a core problem in that it rarely does a good job of tempting Changelings to indulge in fae behaviours and break the rules. Oh yes, there's the need to gather glamour, but the ways a Changeling can get that simply and easily are manifest. There's always ways to trip up players to make their pledges bite them in the butt, but that's not fun; that's making the ST the enemy. Likewise, Changelings are fundamentally transformed beings; turned into something not-quite-human. I, personally, enjoy emphasizing that inhumanity, but the primary sources of Changeling powers are oddities that anyone can use or Contracts, not changes to themselves.
Also, Entitlements suck. Just putting that out there. They shouldn't, and I'd like to fix them too.
With Beast the new kid on the block, some of my mulling has been emphasized by how well Beast encourages odd behaviours while Changeling shunts them off to Wyrd 6+; how much Beast changes its PCs while Changeling just gives them a new bag of tricks.
Putting it mildly, a Fairest with a beautiful singing voice and all the powers available in the books to focus on it is still a worse Siren than a Makara with one Atavism, and has very little of the motivation to be one anyway. The Changelings are shown up at the very legends said to inspire them.
Still, it's a poor person who only complains without any voicing of a solution, so I propose the following:
Rework Entitlements and buff up the Merits.
Changeling already toys with the latter, especially in Rites of Spring; granting special little tricks to the Lost as changed parts of their nature. These should be getting a whole hell of a lot more attention. Persistent passive powers or innate abilities - like an Ogre being exceptionally strong or resilient - wouldn't be hard to represent, nor would more specialized powers; a passive immunity to environmental tilts from a given element for Elementals; the Fairest having a kind of floating "Fame" merit that causes people who meet them to naturally think they're important and awesome, even if they can't figure out why; Darkling abilities that all but one iconic detail about them really hard to remember; Beasts getting a network of animal spies; Wizened being able to hide an action in plain sight because people just don't notice them. These are just some of the most obvious and more basic powers available, and Changelings should honestly feel a bit like they're drowning in them; like every Changeling is a unique legend because no two are likely to be identical.
There's a twofold reason for this. First, anything that adds to the "What you can do" roster is neat for a start. More importantly, though, passive powers play into a sense of identity. If you have to spend energy (Glamour) to use a power, it does not feel like an innate part of the character; it's a tool you have to put coins into before it can work. Innate, intrinsic abilities feel like a character-defining feature which is why, for me, I found even the simplest Kith blessings providing a small bonus to a given dice roll more character-defining than all the Contracts in the world. A character who can never be burned can make peace with the flame, but one who has to spend power to actually come into contact with it still has a cost associated with it.
Consider the difference between someone who can pick up a burning splint with their bare hand, and one who has a fire/heat-proof glove that lets them do the same. Which one will attach more of their identity to flames?
Yet with all the cool tricks and abilities in the world, Changelings still aren't incentivized to use them, which brings me to my second point: Entitlements.
At the moment, all the major game lines have a feature similar to Entitlements; Bloodlines, Legacies, Lodges, etc., all of which provide some neat boon in exchange for a pattern of behaviour and/or social obligations. The rewards that come with these things often tie into and reward the given behaviours; the Mara Bloodline forces you to feed only from the submerged but gives you some neat water-related powers; Legacies grant you attainments that are typically highly effective and reliable and change the way you interact with the world, such as using fire as a mystical symbol if you join the Tamers of Fire Legacy, or becoming a healer if you join the Tamers of Water.
Changeling doesn't have that. Entitlements don't typically provide much of a reward (a free specialty or weak token is a common example), and the rewards in question rarely encourage a behaviour intrinsically. If a vampire has power over water and needs it to feed, they spend time near water; if a Mage controls fire freely, they'll start using a lot more fire in their magic. Yet a Changeling who joins the Satrapy of Pearls gains a free specialty; hardly an overwhelming advantage, for a start, but it also doesn't really encourage behaviour; it doesn't make you all that different to how you'd have been otherwise.
An exception to this is the Accepted Order of Bridge Masons, one of Changeling's few entitlements to grant an ability that a Changeling wouldn't have otherwise: Rapid construction of buildings when no-one's looking. This provides a new and unique ability that will distinguish a character who joins the Entitlement from others, while also providing a new niche to expand into. It doesn't quite inherently encourage the behaviour but, given the utility of it, anyone who joins is probably thinking already of what they can do with it. Builder Betty will really want to join the Order because she gets to do things she otherwise couldn't. Social Samuel, though, has little direct reason to join the Satrapy because all he gets is a Specialty and a whole bunch of obligations, when he could've gotten all that on his own without them for minimal effort.
Entitlements should be groups which provide a Changeling with a reason to use their powers for a specific purpose, excusing and embracing certain fae behaviours in the process. They should provide the Farwalker with a reason to scare people out of an area and to spend months in isolation; the Deep-Dweller with a reason to claim a specific lake; the Leechfinger a specific reason to feed regularly. Why not an Entitlement based around the alluring creatures of the wood - the nymphs and satyrs and dryads - that allows the Changeling to produce a hypnotic trance in a target, allowing them to be lured away and lulled, or made more suggestible, or addicted to the Changeling? Why not an Entitlement dedicated to protecting wild places that allows a Changeling who has dedicated themselves to securing that wild place to become invisible within woodlands? Why not one which gives Leechfingers the ability to steal Willpower from sleeping people to restore their own reserves?
So, yeah. Those are my two big suggestions: Drown us in passive abilities to allow further shaping of character behaviour and identity, and make Entitlements a driving force in shaping and sheltering fae behaviours.
As a secondary suggestion, I'd also like to reshape the Hedge. The Hedge at present might as well have a big ol' KEEP OUT sign over the doorway. Changeling suffers a bit from Call of Cthulhu syndrome, where any sensible person jumps out the window the moment the phone rings or a newspaper mentions odd cult activity. The Hedge should feel strange and mysterious, beautiful and terrible, but there should always be an opportunity for wonder, with the threats being much less common than the opportunities. Otherwise, the Hedge becomes a place people don't want to go.
To that end, I'd recommend a philosophy of sign-posting. If a threat exists, make sure that it's signposted from a mile away, but dangle the temptations from the same distance. If a temptation exists, make sure it rewards the player as much as the character.
As an example, if a given trod in the Hedge is home to a nest of thornshrikes, signpost the hell out of it. Have skeletons hanging on the thorns to mark the edge of their territory. The trod might be a useful shortcut, though. Or perhaps the shrikes' victims had valuable treasure that falls from limp hands and decaying pockets, all ending up lining a mean bird's nest or the gulley at the side of a trod. Make it very clear that entering the shrike's trod means risking a possible encounter, but also make it worth it. Maybe mapping out the trod means that the character knows how to hide there when fleeing pursuers, while letting their pursuers get mobbed by butcher birds, or they can find some shiny treasure or trinket in there.
More to the point, make victory possible. Changeling has this overarching tone where everything you do everywhere ever is going to cost you a finger. Those such moments should be rare, though, because otherwise the game inherits an atmosphere of impenetrable gloom. Changelings are blossoming legends, though; they should be able to come away victorious if they're clever or guileful or strong enough. Heck, being clever enough is how you start the prelude to the story; if every rabbit was shot sneaking into Mr. McGregor's garden, Peter wouldn't have even tried. The risks should be real but beatable by those with the talent. The true hiccups - the time characters face something particularly scene-worthy, like one of the shrikes being sleeping in its nest when the little thief climbs up to filch their prize - should be rare but interesting events that the character shares around a tavern later. The ones where they lose a finger should be grand and character-defining.
After all, everyone remembers the story of Nine-Fingered Frodo, don't they?
Likewise, set temptation in ways that it rewards both player and character. In so many stories, characters are lured off by promises of relaxation or the tastiest-looking piece of fruit, or the like, but your players are people sitting at a table or desk; they don't get to feel the delicate Weisse-Frau stroking a lock of hair off of their face with a gentle fingertip, or taste the succulent delights of the sweet fruit of the vine. They're the ones hearing the description of the gorgeous maiden beckoning them over or seeing the fruit and thinking "If this was spelled out any more clearly, it'd be in 300 point font and set on fire."
The Hedge has to have nasty predators, sure, but there's other reasons why these things might exist. Herr Mannelig is a song of a troll offering a knight so many great prizes if he will marry her so she can be a troll no longer; the mythic precedent exists. Perhaps that fruit is an anglerfish-type lure, threatening to drag a Changeling down, but it might also just be a fruit presented by a plant to encourage others to spread its seeds. It might be addictive, but it could also grant the Changeling supernatural wit and intelligence, say. The Weisse-Frau might not be able to leave the Hedge unless someone promises to marry her, and offers the Changeling a great many things if they agree (and holds up her end of the bargain), but brings complications with her (perhaps her family wants to come and live with them? The handsomest trolls this side of the moon).
You might also offer a Condition whenever the character enters the Hedge, allowing them to receive a Beat whenever they end up in a trap, further encouraging players to take risks, rather than shying away from them because it's sensible to do so.
And... I think that's everything. Woof. Hope this helps someone.
Changeling has a persistent them about trying to hold onto your humanity while persistently indulging your fae side; scarred by Arcadia but unable to let it go; beauty and terror sacheying giddily through the park. On its face, Changeling has some great systems for encouraging certain behaviours; the odd tricks in Catches, the power and peril of pledges, and the like.
Yet as it stands, Changeling has a core problem in that it rarely does a good job of tempting Changelings to indulge in fae behaviours and break the rules. Oh yes, there's the need to gather glamour, but the ways a Changeling can get that simply and easily are manifest. There's always ways to trip up players to make their pledges bite them in the butt, but that's not fun; that's making the ST the enemy. Likewise, Changelings are fundamentally transformed beings; turned into something not-quite-human. I, personally, enjoy emphasizing that inhumanity, but the primary sources of Changeling powers are oddities that anyone can use or Contracts, not changes to themselves.
Also, Entitlements suck. Just putting that out there. They shouldn't, and I'd like to fix them too.
With Beast the new kid on the block, some of my mulling has been emphasized by how well Beast encourages odd behaviours while Changeling shunts them off to Wyrd 6+; how much Beast changes its PCs while Changeling just gives them a new bag of tricks.
Putting it mildly, a Fairest with a beautiful singing voice and all the powers available in the books to focus on it is still a worse Siren than a Makara with one Atavism, and has very little of the motivation to be one anyway. The Changelings are shown up at the very legends said to inspire them.
Still, it's a poor person who only complains without any voicing of a solution, so I propose the following:
Rework Entitlements and buff up the Merits.
Changeling already toys with the latter, especially in Rites of Spring; granting special little tricks to the Lost as changed parts of their nature. These should be getting a whole hell of a lot more attention. Persistent passive powers or innate abilities - like an Ogre being exceptionally strong or resilient - wouldn't be hard to represent, nor would more specialized powers; a passive immunity to environmental tilts from a given element for Elementals; the Fairest having a kind of floating "Fame" merit that causes people who meet them to naturally think they're important and awesome, even if they can't figure out why; Darkling abilities that all but one iconic detail about them really hard to remember; Beasts getting a network of animal spies; Wizened being able to hide an action in plain sight because people just don't notice them. These are just some of the most obvious and more basic powers available, and Changelings should honestly feel a bit like they're drowning in them; like every Changeling is a unique legend because no two are likely to be identical.
There's a twofold reason for this. First, anything that adds to the "What you can do" roster is neat for a start. More importantly, though, passive powers play into a sense of identity. If you have to spend energy (Glamour) to use a power, it does not feel like an innate part of the character; it's a tool you have to put coins into before it can work. Innate, intrinsic abilities feel like a character-defining feature which is why, for me, I found even the simplest Kith blessings providing a small bonus to a given dice roll more character-defining than all the Contracts in the world. A character who can never be burned can make peace with the flame, but one who has to spend power to actually come into contact with it still has a cost associated with it.
Consider the difference between someone who can pick up a burning splint with their bare hand, and one who has a fire/heat-proof glove that lets them do the same. Which one will attach more of their identity to flames?
Yet with all the cool tricks and abilities in the world, Changelings still aren't incentivized to use them, which brings me to my second point: Entitlements.
At the moment, all the major game lines have a feature similar to Entitlements; Bloodlines, Legacies, Lodges, etc., all of which provide some neat boon in exchange for a pattern of behaviour and/or social obligations. The rewards that come with these things often tie into and reward the given behaviours; the Mara Bloodline forces you to feed only from the submerged but gives you some neat water-related powers; Legacies grant you attainments that are typically highly effective and reliable and change the way you interact with the world, such as using fire as a mystical symbol if you join the Tamers of Fire Legacy, or becoming a healer if you join the Tamers of Water.
Changeling doesn't have that. Entitlements don't typically provide much of a reward (a free specialty or weak token is a common example), and the rewards in question rarely encourage a behaviour intrinsically. If a vampire has power over water and needs it to feed, they spend time near water; if a Mage controls fire freely, they'll start using a lot more fire in their magic. Yet a Changeling who joins the Satrapy of Pearls gains a free specialty; hardly an overwhelming advantage, for a start, but it also doesn't really encourage behaviour; it doesn't make you all that different to how you'd have been otherwise.
An exception to this is the Accepted Order of Bridge Masons, one of Changeling's few entitlements to grant an ability that a Changeling wouldn't have otherwise: Rapid construction of buildings when no-one's looking. This provides a new and unique ability that will distinguish a character who joins the Entitlement from others, while also providing a new niche to expand into. It doesn't quite inherently encourage the behaviour but, given the utility of it, anyone who joins is probably thinking already of what they can do with it. Builder Betty will really want to join the Order because she gets to do things she otherwise couldn't. Social Samuel, though, has little direct reason to join the Satrapy because all he gets is a Specialty and a whole bunch of obligations, when he could've gotten all that on his own without them for minimal effort.
Entitlements should be groups which provide a Changeling with a reason to use their powers for a specific purpose, excusing and embracing certain fae behaviours in the process. They should provide the Farwalker with a reason to scare people out of an area and to spend months in isolation; the Deep-Dweller with a reason to claim a specific lake; the Leechfinger a specific reason to feed regularly. Why not an Entitlement based around the alluring creatures of the wood - the nymphs and satyrs and dryads - that allows the Changeling to produce a hypnotic trance in a target, allowing them to be lured away and lulled, or made more suggestible, or addicted to the Changeling? Why not an Entitlement dedicated to protecting wild places that allows a Changeling who has dedicated themselves to securing that wild place to become invisible within woodlands? Why not one which gives Leechfingers the ability to steal Willpower from sleeping people to restore their own reserves?
So, yeah. Those are my two big suggestions: Drown us in passive abilities to allow further shaping of character behaviour and identity, and make Entitlements a driving force in shaping and sheltering fae behaviours.
As a secondary suggestion, I'd also like to reshape the Hedge. The Hedge at present might as well have a big ol' KEEP OUT sign over the doorway. Changeling suffers a bit from Call of Cthulhu syndrome, where any sensible person jumps out the window the moment the phone rings or a newspaper mentions odd cult activity. The Hedge should feel strange and mysterious, beautiful and terrible, but there should always be an opportunity for wonder, with the threats being much less common than the opportunities. Otherwise, the Hedge becomes a place people don't want to go.
To that end, I'd recommend a philosophy of sign-posting. If a threat exists, make sure that it's signposted from a mile away, but dangle the temptations from the same distance. If a temptation exists, make sure it rewards the player as much as the character.
As an example, if a given trod in the Hedge is home to a nest of thornshrikes, signpost the hell out of it. Have skeletons hanging on the thorns to mark the edge of their territory. The trod might be a useful shortcut, though. Or perhaps the shrikes' victims had valuable treasure that falls from limp hands and decaying pockets, all ending up lining a mean bird's nest or the gulley at the side of a trod. Make it very clear that entering the shrike's trod means risking a possible encounter, but also make it worth it. Maybe mapping out the trod means that the character knows how to hide there when fleeing pursuers, while letting their pursuers get mobbed by butcher birds, or they can find some shiny treasure or trinket in there.
More to the point, make victory possible. Changeling has this overarching tone where everything you do everywhere ever is going to cost you a finger. Those such moments should be rare, though, because otherwise the game inherits an atmosphere of impenetrable gloom. Changelings are blossoming legends, though; they should be able to come away victorious if they're clever or guileful or strong enough. Heck, being clever enough is how you start the prelude to the story; if every rabbit was shot sneaking into Mr. McGregor's garden, Peter wouldn't have even tried. The risks should be real but beatable by those with the talent. The true hiccups - the time characters face something particularly scene-worthy, like one of the shrikes being sleeping in its nest when the little thief climbs up to filch their prize - should be rare but interesting events that the character shares around a tavern later. The ones where they lose a finger should be grand and character-defining.
After all, everyone remembers the story of Nine-Fingered Frodo, don't they?
Likewise, set temptation in ways that it rewards both player and character. In so many stories, characters are lured off by promises of relaxation or the tastiest-looking piece of fruit, or the like, but your players are people sitting at a table or desk; they don't get to feel the delicate Weisse-Frau stroking a lock of hair off of their face with a gentle fingertip, or taste the succulent delights of the sweet fruit of the vine. They're the ones hearing the description of the gorgeous maiden beckoning them over or seeing the fruit and thinking "If this was spelled out any more clearly, it'd be in 300 point font and set on fire."
The Hedge has to have nasty predators, sure, but there's other reasons why these things might exist. Herr Mannelig is a song of a troll offering a knight so many great prizes if he will marry her so she can be a troll no longer; the mythic precedent exists. Perhaps that fruit is an anglerfish-type lure, threatening to drag a Changeling down, but it might also just be a fruit presented by a plant to encourage others to spread its seeds. It might be addictive, but it could also grant the Changeling supernatural wit and intelligence, say. The Weisse-Frau might not be able to leave the Hedge unless someone promises to marry her, and offers the Changeling a great many things if they agree (and holds up her end of the bargain), but brings complications with her (perhaps her family wants to come and live with them? The handsomest trolls this side of the moon).
You might also offer a Condition whenever the character enters the Hedge, allowing them to receive a Beat whenever they end up in a trap, further encouraging players to take risks, rather than shying away from them because it's sensible to do so.
And... I think that's everything. Woof. Hope this helps someone.
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