We have been having a lot of fun with the Seidkona’s Volva rune-casting move and inspiring all sorts of wonderful norn fated events into the game. But the player of the Seidkona was wondering if we could incorporate actual runestones or runebones into the mechanics. I feel rather stumped since the Futhark have so many meanings and variations, but perhaps was thinking of coding the runes to a tag for each?
Feoh could be tagged with ‘feared’ for instance, or ‘burned’, whereas Radah could be tagged with ‘re-conciled’ or ‘relocated’, and Is could have ‘isolated’ or ‘alone’ tagged to it.
Maybe with a draw equal to a player’s wyrd that then set some precedent for the scene, like a FATE invoke or compel – narratively influencing the results of moves and the direction of the scene, rather than mechanically re-inforcing them either way.
Thoughts? Is this too much?
/sub
I used to cast runes (as an analytic technique only) and like this idea .
The völva’s rune-casting move is nice as-is and has helped to drive most of the sessions I’ve played or run (someone always picks the völva).
Gregor made some very specific choices to narrow gods to three flavorful moves for Fronts, so I think doing the same for the Futhark with a tag for each could be done fruitfully.
I don’t know whether I’d want it to influence things mechanically, but I think it could add a lot to a game session. I’m going to think about it more and see what others have to say.
Yeah, that was my thoughts too Matt. The draw of 1-3 runes (based on Wyrd) shouldn’t have a marked impact on the narrative, but rather give some cues to the story at hand based on the tag given for each rune.
Now to determine the tags!