As many of you know Destiny Points are generated at the start of a game session by rolling a Force Die. Each player rolls one, except for the GM.
Once Destiny Points are generated the amount does not increase or decrease, it simply shifts between Light and Dark. However what happens if no Destiny Points are generated or only one or two is generated?
Well typically that's what you have to work with. But here's some extra ways to change things up.
Lighthearted Moments: So during game sessions things can sometimes get dark and players (or their characters) may get hot under the collar with things that happen. Players should be rewarded for taking a grim situation and finding some humor or "Light" to add into it. When this occurs the GM should flip one Dark Side point to that of the Light Side.
Turning the Tide to Light: When things are grim and the players do something that turns the tide of an otherwise bleak situation for the better this would signify a shift of dark to light, and a Dark Side point should be flipped to the Light Side.
Alternatively in these cases if the Destiny Points available is less than the number of players present then you can add a Destiny Point up to the number of players present. But after reaching this point the GM should just limit the optional uses to flipping Dark to Light.
Additionally reverse movements of the above options can flip Light to Dark. For example if a player gives in to dark emotions and looses their temper (or if its their character and they're just acting out the part) then it's making a situation darker, and a Light Side point should be flipped to Dark Side.
Another optional rule that can be used is "Training". Now normally players can only get certain things when they gain XP for it. Training allows a character to bypass the XP need for improving either one's stats or skills. This however takes time to do.
- Skills: Improving on a die or adding a die has its own XP cost. The cost involved here should be doubled but the score denotes the number of days it takes to get the improvement. This is a good option if PC's have enough downtime that they can spend on doing this, or simply just want to devote free time to do this. XP can still be gained and spent but this provides just an extra way to improve.
- Stats: Stats normally need to be improved via going through the talent trees to gain them. However an alternative option is through training of course. Simply take the XP cost of the talent, and multiply it by the total number of points in all of the character's stats. This results the number of days it takes to improve the stat without XP.
But those are just some thoughts I wanted to put out there and let others use. So enjoy your games folks and I'll see you all later.