In my campaign world, the gods (D&D pantheon) are battling for control of one particular world, known as the "last world" because whomever controls it can bring back one of the two progenitor gods (good or evil).
The gods themselves can not touch the world directly, and must work through their agents to spread/combat evil, and spread/combat good.
What I need is a mechanic for measuring and tracking the overall "good" or "evil" of the world to determine who may win the battle.
For example, my GF suggested a simple system of alloting a number of "balance" points to each side, then roll two d20s at the end of every in-game day, or month. One die represents Evil, the other good. The winner of the role (highest wins) gets to take a numbe of balance points equal to the difference of the roll from the loser.
Thus, if each side starts with 1000 points, and Evil rolls a 16, but Good only rolls a 9, then Evil gets 7 points (going to 1007) while Good loses 7 points (dropping to 993).
This of course could go one for a very long time with no one side beig victorious, so the Heroes and Villains of the world would have an impact on this struggle. For example, if the Heroes thwart the villain's plan, there is no bonus to good, but there is likewise no bonus to evil. If the heroes thwart the villains' plan _and_ kill the villain and many of her henchpeople, then there could be a bonus to good. If the villain succeeds with her plan, then there is a bonus to evil.
I was also thinking of using the Taint rules from UA, so that at the end of each adventure I total the PCs' taint points, get the average, and apply it as a bonus to evil.
Of course this idea is still very much in the working stage, which is why I need your help. Is this a workable mechanic? Can you think of how to make it better, or something different? Maybe you already have a mechanic to do the same thing?
NEway... I'm off to watch Spider-Man to psyche myself up for Spider-Man 2 tonight.
Thanks!
The gods themselves can not touch the world directly, and must work through their agents to spread/combat evil, and spread/combat good.
What I need is a mechanic for measuring and tracking the overall "good" or "evil" of the world to determine who may win the battle.
For example, my GF suggested a simple system of alloting a number of "balance" points to each side, then roll two d20s at the end of every in-game day, or month. One die represents Evil, the other good. The winner of the role (highest wins) gets to take a numbe of balance points equal to the difference of the roll from the loser.
Thus, if each side starts with 1000 points, and Evil rolls a 16, but Good only rolls a 9, then Evil gets 7 points (going to 1007) while Good loses 7 points (dropping to 993).
This of course could go one for a very long time with no one side beig victorious, so the Heroes and Villains of the world would have an impact on this struggle. For example, if the Heroes thwart the villain's plan, there is no bonus to good, but there is likewise no bonus to evil. If the heroes thwart the villains' plan _and_ kill the villain and many of her henchpeople, then there could be a bonus to good. If the villain succeeds with her plan, then there is a bonus to evil.
I was also thinking of using the Taint rules from UA, so that at the end of each adventure I total the PCs' taint points, get the average, and apply it as a bonus to evil.
Of course this idea is still very much in the working stage, which is why I need your help. Is this a workable mechanic? Can you think of how to make it better, or something different? Maybe you already have a mechanic to do the same thing?
NEway... I'm off to watch Spider-Man to psyche myself up for Spider-Man 2 tonight.
Thanks!