I had a thought this morning, that started as nothing, and totally became the most important thing of the moment. I think I figured out how to make the victory point system work for Norvendae. I don’t know why it didn’t occur to me before, but the entire rest of the game is designed to work at a ratio of one-to-one in terms of card activation. This morning I extended that to the idea of victory points.

The idea started when I recalled the “Test-Based Prerequisites” system discussed in the Third Edition Dungeons & Dragons supplement Unearthed Arcana. The idea is that rather than simply acquiring all of the skill ranks, feats, spells, and features the character is normally entitled to when they gain a new level, they have to pass some kind of test or satisfy some other requirement to gain or control their new powers.

So, following thoughts on the problems with the LEGO games, it occurred to me that any given “challenge” (represented by a challenge, a task, a mission, or some other quest or requirement) ought to be soluble by several different methods. The first has to be the “brute force” method, which involves using a card with a higher value. Any challenge can be solved through the application of enough force.

Once you’ve cleared that hurdle, you can look to more esoteric and/or “appropriate” solutions to a problem, such as using the right tool, or getting an expert to take care of it for you. For instance, if you have a “hunting” challenge or quest, you could activate it (thereby scoring a victory) by using any other card that could activate a hunter.

It’s even possible that some quests can only be fielded by an appropriate specialist. But that’s about making the quest available, not solving it. Even then, it might prove too restrictive. It will really depend on how narrow the scope of the missions and quests I wind up defining are. Some might be “skilled only,” requiring a character with appropriate training, or a card representing equivalent training.