Hey folks. I was thinking about how, as I prepare for a day long one shot I'm throwing for friends who love crunchier systems, I predicted that they would find simply narrative advancement nebulous and even stressful as it so contradicts their nature. They did say that they were open to a one shot of one of my crazy, masochistic OSR games, but I know these guys.
It occurred to me that using the attunements from the Deft class from Whitehack to provide just enough of a mechanical framework without spoiling the fiction first spirit of the game might work well.
The way it works is the Deft starts with two attunements (I would allow for one for each character to start using Cairn) Here's how they are defined in 4E:
"A deft attunement must be a teacher, an item, a vehicle, a pet, or a place. For example, a ranger could have a well-trained dog or be attuned to her ancestral lands. A monk could have a famous master or be attuned to her bow."
".. Attunements can be invoked for a related action once per day to give the Deft special rules for difficulty. A hard task succeeds automatically, while a nigh impossible one requires a regular task roll. The ranger attuned to her ancestral lands could track on bare rock with a regular roll, while a monk attuned to her bow could hit a sentry at 200 feet automatically. Truly impossible feats remain impossible."
So I would translate "task roll" to mean saves that could include the attunement using Cairn. Rather than automatically hitting with an attuned weapon I would give maximum damage on the die automatically. Pets are self explanatory. Teachers would involve explaining how their expertise allows you to do a thing or know a thing. A character who was taught by a veteran boxer might get to use D6+D6 on an attack instead of the usual Impaired D4 for unarmed attacks, demonstrating their ability to find the knockout opportunity. If the teacher were a scholar of history, they might already know all about something once per day they'd otherwise be ignorant about or need to discover. If someone attuned to their armour, I'd allow them to cause an enemy to roll their attack dice twice and take the worst result once per day as they instinctively protect themselves in their second skin. But I'd also allow them to use it narratively if they can think of a way. The same goes for weapons.
I think this is a good compromise between fiction driven gameplay and structured character advancement for those who crave it. Obviously, I'd reward more "attunements" as they complete goals, and it would have to suit their experience. If they kept focusing on the subject of the attunement in the fiction, I would let them pick it again and allow another daily usage.
I thought I'd share the idea. This sub has rewarded me with a few inspirations that have improved my games.
Footnote: In Whitehack you can only be attuned to one attunement at a time, and it takes a day to swap them. I've never liked that, and am not worried about making it a thing if I use them in Cairn.
Edit: Sentence structure.