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[5E] Urban Intrigue Campaign - Gating the Sandbox
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<blockquote data-quote="Fenris-77" data-source="post: 7622754" data-attributes="member: 6993955"><p>This is exactly how I want the players to think, yes. Forging the invitation carries a significant set of possible consequences, and would also require, potentially, disguises and other skulduggery. That sounds like a strong role playing opportunity to me. When you're talking about society events it's more complicated than just forging an invitation. People in 'society' tend to know each other, and the hosts know who they invited and didn't, so odd people out will need to find a way to not get asked awkward questions. </p><p> [MENTION=16814]Ovinomancer[/MENTION] - I realize that D&D isn't optimized for this style of play. However, I do think it will support it just fine with some tweaking.</p><p></p><p>Results doesn't <em>have</em> to be binary. Pretty much anything can be run based on X number of successes, like 5E chase mechanics. That can work as straight roles or opposed roles. Also, there are situations where several smaller goals might need to be accomplished before a major one, and there are a bunch of ways to avoid those being save or lose propositions. For example, PCs might need to make X number of successful PER checks over the course of a party to sway opinion, that doesn't mean they only get X chances.</p><p></p><p>Your comments about factions is pretty much what I was thinking, although I was planning to start based a little more on background than you as far as PC affiliation. As for the gating, we're also thinking along similar lines, as are we about plotting. Linear plots are a fools errand in most campaigns, and doubly so in this kind. I'll have important info and events that I can slot in as necessary depending on how the PCs decide to approach things. I wasn't planning on using the faction rules from the DMG either, although I am using some of the concepts from those rules. Since I plan on using a reputation stat anyway, I'll use that where in some cases a positive reputation in one place will lead to a negative reputation with competing interests.</p><p></p><p>There was a reason I didn't lead with factions and reputation in the OP. I have a whole system I'm banging out to manage (well, measure) influence and favours set next to reputation. I'm not finished ironing the kinks out, which is why I led with a more general question. The goal is provide players with a concrete way to measure success and progress when it comes to influence and reputation. Measurable success allows for concrete planning and goals, and that takes some of the fuzz out of third pillar play. That's the idea anyway.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7622754, member: 6993955"] This is exactly how I want the players to think, yes. Forging the invitation carries a significant set of possible consequences, and would also require, potentially, disguises and other skulduggery. That sounds like a strong role playing opportunity to me. When you're talking about society events it's more complicated than just forging an invitation. People in 'society' tend to know each other, and the hosts know who they invited and didn't, so odd people out will need to find a way to not get asked awkward questions. [MENTION=16814]Ovinomancer[/MENTION] - I realize that D&D isn't optimized for this style of play. However, I do think it will support it just fine with some tweaking. Results doesn't [I]have[/I] to be binary. Pretty much anything can be run based on X number of successes, like 5E chase mechanics. That can work as straight roles or opposed roles. Also, there are situations where several smaller goals might need to be accomplished before a major one, and there are a bunch of ways to avoid those being save or lose propositions. For example, PCs might need to make X number of successful PER checks over the course of a party to sway opinion, that doesn't mean they only get X chances. Your comments about factions is pretty much what I was thinking, although I was planning to start based a little more on background than you as far as PC affiliation. As for the gating, we're also thinking along similar lines, as are we about plotting. Linear plots are a fools errand in most campaigns, and doubly so in this kind. I'll have important info and events that I can slot in as necessary depending on how the PCs decide to approach things. I wasn't planning on using the faction rules from the DMG either, although I am using some of the concepts from those rules. Since I plan on using a reputation stat anyway, I'll use that where in some cases a positive reputation in one place will lead to a negative reputation with competing interests. There was a reason I didn't lead with factions and reputation in the OP. I have a whole system I'm banging out to manage (well, measure) influence and favours set next to reputation. I'm not finished ironing the kinks out, which is why I led with a more general question. The goal is provide players with a concrete way to measure success and progress when it comes to influence and reputation. Measurable success allows for concrete planning and goals, and that takes some of the fuzz out of third pillar play. That's the idea anyway. [/QUOTE]
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