I’m a big fan of a mechanism called “flags”.  For those of you who haven’t dabbled in RPG theory, flags are little hot-spots that tell both player and GM something about the character in question. Some games use them deliberately, actually calling them flags (some indie games do that), others use them more or less by accident. The new World of Darkness is somewhere in between these two categories.

To some extent, everything on a character sheet is a flag. That Strength 4 tells me that the character is very strong, and shouldn’t have any problems to kick in doors. Academics (Biology) 5 tells me that the character is probably has a PhD in his specialty, and is well-educated. These little hints tell the player how to role-play some aspects of his character, and should serve as inspiration for that. However, the most problematic flag in my games are Virtues and Vices.

Now, I forgot to tell you about a very common aspect of flags: role-playing them correctly nets you rewards. The World of Darkness rewards players who role-play their characters according to their good (Virtue) and bad (Vice) side by restoring a certain amount of temporary Willpower. From a player’s perspective, Willpower is a very useful pool, giving you a certain edge in tasks you just HAVE to succeed in. Also, many supernatural powers use it as fuel, so having a way to restore it is very generous of the game. However, my question is: how often does your Willpower restore by role-playing your Virtue and Vice?

In my games, it has only happened on a few occasions, in which a character lived up to his Vice and restored a single point of temporary Willpower. However, this is because of my players using their character’s Willpower extremely careful and seldom find themselves without any of it. This might also be a fault from my side, because I am more than generous when it comes to Willpower regeneration in between sessions.

So I wonder, how could I increase the importance of Virtues and Vices in my games? Any advices! Well, keep ‘em coming!