The Inspiration Zine
by Jack Shear
Inspiration is a new mechanic that debuted in fifth-edition
Dungeons and Dragons. As times and tastes have changed in the
roleplaying game hobby, D&D has attempted to stay in step with
the evolving expectations and desires of its players. The rules for
inspiration mechanically rewarding roleplaying a character’s
personality, history, and relationships.
Unfortunately, as presented, inspiration just isn’t very inspiring.
After reading the inspiration rules in the fifth-edition Player’s
Handbook and Dungeon Master’s Guide, it is apparent that the
game’s designers felt comfortable dipping their toes in the pool,
but were not quite ready to jump into the deep end. I suspect that
they left inspiration as an optional rule as a way to hedge their bets
against players who would view its inclusion as an unwanted
intrusion of narrative play into D&D’s more traditional brand. As
evidence that the designers were leery of how inspiration would be
received by their audience, consider how few other mechanics in
the game reference or build upon the inspiration rules.
This lack of commitment and interconnection means that the rules
for inspiration often strike players as tacked-on, as half-measures,
or as under-baked. This zine attempts to address that problem by
presenting a number of alternative inspiration systems that tailor
the mechanics to specific kinds of play. It is likely that not all of
the systems presented here will appeal to you or would make a
good fit for the kind of game you want to play, but hopefully you
will find a new way of looking at inspiration that will enrich play at
your table. If nothing else, they serve as examples of how you can
tinker with D&D’s inspiration mechanics to suit your needs.
Blood Opera Inspiration Flashback Inspiration
These variant rules for awarding and using inspiration can be These variant rules for awarding and using inspiration can be
implemented to further the bloody interpersonal drama of implemented to account for prior actions, experiences, and
your game. When these rules are adopted, inspiration can be preparations that the player characters have undertaken. This
granted and used in the following ways: system should only be adopted if your group is agreeable to editing
and retconning the narrative in play; it requires that the players be
flexible in accepting that newly proposed actions taken in the past
Bonds of Fellowship have equivalent weight to actions taken in the present. When these
When a player character protects another player character or a rules are adopted, inspiration can be granted and used in the
friendly nonplayer character from harm, their player can declare following ways:
that they have a bond of fellowship with that character. When a Once per session, you can immediately gain and spend
player character has a bond of fellowship, they can invoke that inspiration for advantage on a roll if you can justify how
amity to gain inspiration when they act to defend the character your character’s prior planning, experiences, or actions
they are bonded to or when they act to further that character’s would give them an edge in the current situation.
interests. Inspiration can be invoked by calling on a bond of The flashback event being recalled to grant advantage must
fellowship once per session. be plausible according to table consensus.
Love Ties Examples
A player can declare that their character is in love with another When confronted by a guard reluctant to let the party pass,
player character or a nonplayer character. If the attachment is a player could declare that their character has bought this
between two player characters, it is a good idea to discuss this at particular guard numerous drinks in the past. This
the table to make sure everyone is comfortable with it. Keep in flashback would then grant advantage to persuade the
mind that this love is not necessarily reciprocated. When a player guard to do them a favor.
character has a love tie, they can invoke that intimacy to gain
inspiration when they place their trust in the person they love or When facing a talented duelist in one-on-one combat, a
sacrifice themselves for the loved one’s benefit. Inspiration can be player could declare that their character once fought
invoked by calling on a love tie once per session. someone who trained at the same fencing academy as their
current opponent. This flashback hints at familiarity with
that fighting style and would then grant advantage on an
Blood Feuds attack roll against this particular foe.
When a player character is harmed by a nonplayer character, their When bit by a venomous snake, a player could declare that
player can declare that they have a blood feud against that their character had survived a similar poison when a
character. When a player character has a blood feud, they can former paramour once slipped a comparable toxin into
invoke that vendetta to gain inspiration when they act to injure the their wine as revenge for having a wandering eye. This
object of their hate or to frustrate their goals. Inspiration can be flashback would then grant advantage on a saving throw
invoked by calling on a blood feud once per session. against the snake’s venom.
Momentous Events Inspiration Tarot Storytelling Inspiration
These variant rules for awarding and using inspiration can be These variant rules for awarding and using inspiration can be
implemented to establish a deeper connection between implemented to offer an incentive for players to roleplay scenes
character development and the momentous events that that reveal more about their characters’ pasts:
unfold as you play. When these rules are adopted, inspiration can During a period of downtime, a player may nominate
be granted and used in the following ways: themselves to roleplay a tale-telling scene.
Make room on your character sheet to record events that That player draws a single card from a standard tarot deck.
happen to your character as you play them. The card drawn determines the content of the story they
After each session of play, you may record a noteworthy will tell, as per the tables on the next page.
event that occurred during that session for your character. The player will then tell a story based on that theme in the
Try to write that event as a single descriptive line. (See voice of their character to the other characters present.
below for examples.)
The story should reveal something about the character’s
An event can be invoked to grant your character backstory or give the other players a greater sense of that
inspiration if you can relate how that past experience is character’s past.
helping them in the current situation.
After a player completes a storytelling scene, their
A character can only have five events from past sessions character gains inspiration.
recorded on their character sheet at a time.
After accumulating five events, you can choose to replace
one with a new event your character has just experienced Examples
after a session concludes—you get to decide which events A player draws the Six of Wands and tells a story about
are shaping your character’s personality, outlook, or their character running into their estranged father in a
growing infamy. busy market.
The group may wish to set a limit on the number of events A player draws the Hanged Man and tells a tale of how
a character can invoke per game session. For most their character was forced to surrender to the opposing
campaigns, one or two invokes per session is appropriate. side when they were employed as a mercenary soldier.
A player draws the Star and tells a story about the example
set by their character’s mentor—whose sacrifice for a great
Examples cause gave them hope for the future.
Fought against overwhelming odds in a desperate melee. A player draws the Two of Pentacles and tells a tale
Convinced raiders not to execute an ally. about how their character learned to adapt to a life of
poverty on the streets after their noble family’s downfall.
Nearly died from a poisoned arrow.
A player draws the Ace of Pentacles and tells the tale of
Impressed a great warlord with my balalaika playing.
why they gave up being a baker to pursue a life of reckless
Contracted the plague, but survived. adventure as a rogue magician.
Major Arcana Standard Deck
The Fool. Innocence Justice. Truth Clubs Diamonds Hearts Spades
The Magician. Power The Hanged Man. Surrender Ace Realization Firsts Romance Insight
The High Priestess. Intuition Death. Endings Two Planning Patience Attraction Falsity
The Empress. Abundance Temperance. Balance Three Leadership Teamwork Celebration Missteps
The Emperor. Authority The Devil. Addiction Four Goals Greed Solitude Injury
The Heirophant. Spirituality The Tower. Upheaval Five Competition Theft Loss Defeat
The Lovers. Harmony The Star. Hope Six Victory Expenditure Nostalgia Expedition
The Chariot. Determination The Moon. Fear Seven Defense Alteration Daydream Deceit
Strength. Courage The Sun. Success Eight Journey Ploys Abandoned Trapped
The Hermit. Introspection Judgment. Rebirth Nine Battle Self-reliance Satisfaction Guilt
Wheel of Fortune. Luck The World. Travel Ten Duty Inheritance Family Sacrifice
Jack Temper Toil Infatuation Rebellion
Minor Arcana Queen Chaos Nurturing Dependence Learning
Cups Pentacles Swords Wands King Artistry Status Diplomacy Reflection
Ace Love New career New ideas Inspiration
Two Partnership Adaptation Impasse Planning Alternately, if you’d like to use a standard deck of cards instead of
a tarot deck, use the table above instead. If a Joker is drawn, the
Three Celebration Teamwork Heartbreak Progress player may tell a tale on any topic of their choosing, but they must
Four Mediation Scarcity Rest Homecoming include another player’s character in the story if possible.
Five Regret Financial loss Conflict Disagreement
Six Childhood Generosity Transition Recognition
Seven Opportunity Investment Betrayal Challenge
Eight Withdrawal Mastery Confinement Change
Nine Content Luxury Nightmares Resilience
Ten Bliss Wealth Wounds Burdens
Page Curiosity Development Knowledge Discovery
Knight Creativity Hard work Ambition Passion
Queen Compassion Nurture Freedom Confidence
King Diplomacy Security Clarity Leadership