My favorite storytelling mechanics are the ones that have been grafted onto more traditional games like the Riddle of Steel or Burning Wheel -- the ones that give the players game-rewards for guiding the GM's situation creation.
I'm going to be running a Warhammer FRP game soon. I picked Warhammer because there are lots of folks around who are enthusiastic about it, and I love it too. I like that it's fast and nasty, but I want to give it a little bit of Spiritual Attribute goodness so that I won't be flying blind when I start making the situation.
The thing is, Passions and Destinies and Faith and suchlike don't belong in WFRP. Plus, I don't want a bouqet of SA's -- that's too much input. I want a single one per player.
So I'm thinking about Doom.
Every character has a Doom; its what the hedge-witch saw for you when she looked in your crib. Your Doom must include two of Who, What, Where, When, or Why. "In battle" is not a Doom. "In battle against orcs" or "while upon the sea" is a Doom. It also has to pass a groan test. "in battle during daylight hours," for instance, is not a good Doom.
When characters are in a situation that pertains to their Doom, they can reroll any roll that they fail.
This is a pretty big advantage, but it's not an overwhelming one. I'm hoping this reward will draw players towards their Doom like moths to a blowtorch, and when they do face it, they won't get splattered--they'll go down like badasses.
Does this sound good? Anyone who's played lots of Riddle or Warhammer FRP have any insights?