First, to all 3 of my readers, Thank you! I used to write thinking I was ranting at the wind and the wind didn't care. This is not the case. I recently discovered that I can track page views on the blog. I'm not looking to become famous but it is nice to know someone is out there.
I asked what I should write about on twitter and the response came back that I should tackle healing in RPGs.
Most of the games I've run and played in, we never delved into the descriptive or story elements of healing. The farthest I ever went was to describe the smell of a cure light wounds potion as smelling of oranges. I never gave it much thought. But why not focus on the little story elements, seriously why not?
If you to want add something different to your games why not make things grittier? Whenever a character takes a healing potion have them make a fortitude or constitution check to see if they can keep it down. No one said the potion has to taste good. If they blow the roll they don't get the benefits of the potion. This may sound mean spirited, but it's only a suggestion. You could turn a complete 180 from gritty and make more video game-esque. Try the Zelda version, and have them meet a fairy in the woods that will heal their injuries. Personally I feel this is a bit too lenient, but you all should know by now I'm not a big fan of things being too easy for the characters.
Enough flittering around the edges, lets get down to it.
Think of things that restore your energy. Orange juice, Redbull, Coffee, Candy. Start there if you are needing descriptions for healing potions. I've never gone into in depth descriptions of potions, even though they are one of my favorite items in a fantasy RPG. You can also not have the healing effect happen immediately. Maybe the effects are staggered across several rounds, or hours even. It could work out as a reason to slow the party down, and give you time to think. Maybe the PCs find a strange charm, yes it heals a character, but it can also have a negative effect, like attracting wandering monsters.
So you're not playing a fantasy game? Healing doesn't have to be magical. Maybe a doctor in a science fiction setting gives you a pill, and your character spontaneously grows a new kidney (wink, wink). There is a series of books by Rick Shelly about the Dirigent Mercenary Corps, his version of healing technology is pretty nifty. He has large tubes you place someone in, and nanobots/nanites mend your wounds. Running a modern Urban game you say? Think about what you can find in your local drug store. Liquid bandage, Nicotine patches, Energy drinks, just about anything can be used to give the characters a few extra hits. Maybe a faith healer, really can heal the sick...
Healing can turned into a story element very easily. You just have to quit ignoring it, and give it a little thought. Look around you for inspiration.
Now go out there and give the PCs back some of their hit points back in an interesting way.
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