Play
Experience. In addition to the usual XP for overcoming encounters, experience points will be awarded under the following conditions:
-The characters gain an ally, forge contacts, or make inroads with a NPC group or organization.
-The characters uncover a significant secret, make an important discovery, or resolve a mystery.
Alignment. Instead of the usual nine alignments, there are only three: lawful, neutral, and chaotic. These represent a cosmic alignment with order or chaos in the mythological sense, and need not be a statement on a character's personality except in some broad strokes. For instance, the usually chaotic good elves are neutral in this system without any change to their general disposition, while both lawful evil devils and chaotic evil demons are just chaotic.
Law represents order, civilization, and light; chaos anarchy, wilderness, and darkness. The human gods of Heaven, the dwarven gods, and their followers are lawful. The old gods of the earth, elves, fairies and wild spirits are neutral. Fallen stars, creatures of darkness, primordial beasts, and stranger things are chaotic.
Paladins and clerics of the human and dwarven gods must be lawful.
Druids cannot be lawful, and are usually neutral but may be chaotic.
Warlocks cannot be lawful; depending on their patron they may find themselves drawn towards chaos whether they want it or not.
Monks are usually lawful.
Personal characteristics and inspiration. A character's Ideal is renamed to a Passion. This is conceptually similar but emphasizes its emotional nature; your passion is what makes your heart dance, weep, or freeze, and might turn you to obsession. Instead of an idea, it could also reflect your feelings toward a person or a personal goal. The key is that it moves you, for good or for ill.
Characters gain inspiration when they act out their personal characteristics, and when they interact with a friend or enemy in an emotionally intimate (not necessarily positive) fashion.
You are strongly encouraged to let me know when you feel you should have earned inspiration. If you think the case for it is flimsy, ask anyway. The worst I can say is no.
You may not give your inspiration to another player who does not have it. It's yours, use it or lose it. Instead, you can spend your inspiration when another player makes a roll and describe how you're coming to their help in order to give them advantage as if they'd spent inspiration, essentially letting you take a free Help action.
Rest and recovery. Rather than eight hours, a long rest requires a full day of resting. This time need not be spent twiddling thumbs; social interaction, light physical activity like walking, and other non-strenuous activity are allowed, but anything that would be advised against while recovering from illness will interrupt a long rest. Short rests are unchanged.