I think that Conviction is one of the really neat things about True 20 and one that could use some discussion. I plan on using Conviction in a slightly different way than the how the rules depict it so here we go...
True 20 releases the Narrator from the shackles of the Experience point system of D20 and allows for levelling up to be far more Story related. I think of levelling up as being the result of character action. They take a few knocks (and hopefully hand some out), they capture the castle, clear the dungeon, throw the One true ring into Mount Doom or thwart the nefarious plans of the Evil Arch Mage and they gain a level. It is to show a path of improvement as a result of the actions that they have taken.
Conviction is the reward for Role Playing according to their Nature and for doing Kewl things and for making the story entertaining. There is no way that Heroes in my game will ever gain Conviction for waking up in the morning. Waking up doesn't make my list of heroic (or nefarious), kewl or entertaining things that a player can think of doing with their Hero. I will retain the max Conviction per level rule as seen on the Level-Dependent Benefits table (p10).
A RPG I played a while back that had a great way of giving a player a good handle on how to associate their Heroes motivations and desires to their actions is called The Shadow of Yesterday. Google it if you want. Forget about the rules system in general but have a look at the Keys. Quoting from the rules;
`Keys are the motivations, problems, connections, duties, and loyalties that pull on your character.'
So, for example;
`Key of the Coward:- Your character avoids combat like the plague.'
Converting this Key to True 20 means that whenever the Hero avoids combat (not just a threat), they gain a point of Conviction. Further more, if they are able to resolve a major dangerous situation like an ambush without resorting to violence they get 2 Conviction points. A Hero gets 1 Conviction for acting according to their Key in a way that has a Significant impact on play, they get 2 Conviction for acting in a way that has a Major impact on play (this would be far less common). Each Key also has a Buy-off which is an action the Hero can choose to take to break the key so that they can choose another. In the example above; the Hero is able to break his fear of being harmed and must leap whole-heartedly into a viscious melee. The Key is broken and he may choose another. Breaking a Key is a major moment in the Heroes life and will be a great role-playing opportunity and should have ramifications for the people who they know and the responsibilities that they hold. Keys give the player some great tools for roleplaying their heroes behaviour. Role-playing your Key becomes desirable because it adds value to your Hero; you get Conviction for it. I will probably use Keys instead of Nature although, in truth, they are not really so different, its just that Keys do a better job of quantifying the behaviours that result in the Conviction reward.
A final thought is that Conviction is a tool which has other applications within the game. I will use Conviction as an occasional modifier to Social Actions in some situations, especially in situations where the Social Action relates in some way to the Hero's Key. In The Lord of the Rings people tended to listen to and act on Aragorn's council even when they didn't know that he was the King of Gondor. He had a certain presence about him. You could attribute this to his reputation as Strider and a high Charisma ability but I like to think that they could see something noble in him, they were attracted to his Conviction. With this house-rule Conviction becomes even more versatile because it can be spent as noted in the rules to reroll dice and remove fatigue etc or it can be retained to boost social actions that relate to the Player's Key. It might also be used if a hero comes into contact with a Deity or other higher (or infernal) being. In fantasy fiction higher beings can usually look into a person and determine their worthiness according to that beings agenda. A character with the Key of Agony and plenty of conviction would really impress a Demon. Gods and their ilk might be more likely to provide favourable miracles for a hero with a like minded Key and some Conviction. This would be an interesting way to model Priest type characters with the True 20 rules and make them a bit different from Wizard or Psionicist type Adepts.
Ps:- I am not proposing all of this as rules changes. I just see it as an interesting way of adding versatility to Conviction and as a way of giving players more established way of being rewarded for their hard work.
Please do comment;
Matterhorn.



