Difference between revisions of "User:Anarril/Organisations (3.5e Other)"
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− | + | Players spend some amount of actual time out of most sessions deciding things about the organization: what problems it will tackle and which ones it will ignore for the time being, what way those problems will be solved and by whom, what it will do with the resources it has and how it will get new ones, etc. This makes the PC's feel more like actual leaders of the organization, but will not work with a lot of typical d&d campaigns. It also takes more time than the other variant and gameplay focus is on different things than 'killing stuff' so not all players will enjoy this. | |
Note: maybe make this second one able to be played between sessions by email, or make a third variant that can do that | Note: maybe make this second one able to be played between sessions by email, or make a third variant that can do that | ||
Revision as of 14:26, 16 June 2013
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Contents
Introduction/Motivation
While looking for inspiration for the (more sandbox-like) follow-up of a Red Hand of Doom campaign I realized that two systems I read about (see Inspiration) could be combined very nicely and even expanded with self written material. Both of these systems gave Organizations and the way PC's interacted with them a little more mechanics which would really help me when populating a world with groups of good and bad guys. So here we are!
Goals
- Create a system that allows GM's and players to create organizations that have clearly described game systems for interacting with them, both in a antagonistic and in a support role in relation to the PC's.
- These organizations should take minimal work to describe when first created but be able to grow in complexity and importance within a campaign as required.
- GM's should be able to use them as antagonists and in this role they should ease the creation of an adventure or campaign centered around fighting/destroying them.
- GM's should also be able to use them as groups supportive of PC goals (or even in need of the PC's help) and in this role they should give clear guidelines as to what kind of help such an organization needs, what kind of rewards they would be willing to pay and what kind of favors they could bestow.
- Players should be able to use them as sources of background flavor and supplemental character power.
- Some campaigns or adventures could be constructed entirly around rising in the ranks of an organisation, with all the adventuring that might entail.
- Partially as a side effect this system could allow people to create homebrew organizations for use in others campaigns.
Affinity Score
General Explanation
This number represents a members general standing within the organization. It shows how high others members of the organization regard him or her and as such is not an innate, independent property of the member that someone could measure from just the member itself. It depends on (within the organization) freely available information about the properties, opinions and deeds of the member.
In here comes:
- expected ranges of this score
- ways it differs from the PHB II one
Increasing/decreasing the score
In here comes:
- ways to influence your Affinity score
- a list of ways that can be assumed to work in most organizations, to ease creation and give some default assumptions players can make
General Effects
In here comes:
- a list of the general effects having a certain reputation has:
- default NPC attitudes
- requesting/ordering assistance of supplies from other members
- getting such requests/orders yourself
- being (wel)known within the org
Ranks
In here comes:
- what ranks are
- their effect on characters
- how to get/change them
- rank specific benefits (both constant buffs and requestable favors (last one possibly with a diplomacy check and/or by spending one or more score points)
Leading an organisation
Can be done in two ways:
minimal
PC's are more champions than leaders and may have a say over the general direction of the organization and can use its assets but it is not a mayor gameplay element. Is compatible with most campaigns and takes less time out of the typical d&d dungeon crawling/tactical combat than the other variant.
extensive
Players spend some amount of actual time out of most sessions deciding things about the organization: what problems it will tackle and which ones it will ignore for the time being, what way those problems will be solved and by whom, what it will do with the resources it has and how it will get new ones, etc. This makes the PC's feel more like actual leaders of the organization, but will not work with a lot of typical d&d campaigns. It also takes more time than the other variant and gameplay focus is on different things than 'killing stuff' so not all players will enjoy this. Note: maybe make this second one able to be played between sessions by email, or make a third variant that can do that
Relations
In here comes:
- how are different ranks connected
- connections between individuals and between groups
- different kinds of connections
- one or two way
- direct or indirect (ie: do the two members meet in person or through some communications device)
- hidden or overt
Inspiration
- Affiliations chapter in PHB 2 page 164
- Social network sandboxing and the links in that network (this is also useful)
- The Red Hand of Doom campaign
Example organisations
- a country, with farmers and soldiers and the king
- the army of the Red Hand
- a large thieves guild
- an large (interplanar) trading empire
- the greater kobolt tribes conglomorate
- the dragons of argonessen
- church of 'generic sun god'
- mage of the arcane order org
- the organisations described in many 3.5 books, e.g. the various organisations that fight/support Binders from Tome of Magic
Design Notes / ToDo
Things I want to add:
- the way ranks interact with the social network system
- randomly determining wheter an org has supporters in a given city
- usage guides for GM's and players
- sub-organisations
- merging/splitting orgs
- taking over the leadership of orgs (ie: if you have the highest aff score)
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