Affiliations (PhBII)

roguerouge

First Post
So, the only way to grow an organization's scale is to have the organization do nothing for many months or to have a member donate phat l00ts? Shouldn't there be other ways to grow a group in size? Are there?
 

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Ah, re-reading the section on capital, I can see how you got that impression. But no, that's not the only way to increase scale, not by a long shot. I wrote that chapter of the PHBII btw, and it's based on stuff I've used in my home games for years.

To increase scale, all you need to do is keep your capital at maximum value for a set number of months. You can do whatever you want during those months! Beatify a saint, assassinate a duke, trade with the dragon emissaries, build a new road - anything. As long as your capital doesn't drop below its maximum value for the month, then at the end of a number of months depending on your current scale, you go up one in scale.

There are lots of ways to gain capital. Loot donations are one, of course. Others include actions like Trade, Harvest, and Plunder. Trade is especially important. Being friendly with an NPC (or PC) trading company can really benefit you. Frequently in home games, the PCs woo trading company officials with wine, party invitations, gold, and bugbear toes (a delicacy) to get their favor. A little Trade can go a long way for capital funding purposes. Also, capital can be a treasure reward for adventuring. Perhaps at the end of an adventure, a PC finds in the frost giant jarl's silver urns not just rubies and platinum but also a deed to a copper mine. The mine increases any organization's capital by 2 for as long as it is clear of monsters (cue adventure hook music...).

So, the bottom line is, yes, there are many ways to go up in scale without sitting idle! Hope that helps!
 

Neat!

If you have time, I'd love advice on how your system would this work for this situation:

The PC (there's just the one) is the leader of a cult for a demi-goddess of good luck. After saving the town, she's going to try to go legit by opening a temple to this goddess: a casino. In a hamlet, a ways away, she established a lottery funded by a local wishing well. In a third town, she started a PR campaign to stop people from bleeding pixies as a misguided attempt to turn things into gold.

Would the possible powers then be: Gift, Trade, and Pariah?

So would powers like Trade,
 

Sounds like the PC is having a blast with the luck angle. Casinos are always fun. You could have an Ocean's Eleven, only in reverse (or maybe targeting a rival casino). Also, you may have seen it already, but Scott Lynch's "Red Seas under Red Skies" has a great depiction of a fantasy casino.

Yeah, I'd say those are good choices for the executive powers in this case. Other typical religion choices like Excommunicate, Holiday, Beatify, and Crusade could work, but I think the ones you mentioned are probably a better fit for a casino-temple.

In general, I'd look to involve the casino and the lottery in all kinds of plot hooks. Maybe a lottery loser disputes who the winner is, and wants justice from the lottery owner (the PC). Maybe the local noble gets jealous of the revenue from the lottery and casino and imposes a huge tax, unless the PC can get a MacGuffin for the noble, provide a high-profile job for the noble's incompetent wastrel brother (which leads to plot complications of its own), or always let the noble win. Maybe a beautiful singer wants a job at the casino but her ex-boyfriend wants her back and brings a band of thugs with two ogres to smash the place up one night. Maybe all the money that was collected for the lottery one night is stolen (turns out, it was the God of Order's priest who stole the lottery funds to teach those chaotic luck-lovers a lesson).

On the world politics front, I'd have all the different noble houses vie for alliances with the new casino-temple. These negotation scenes - and the spy vs. spy game of intelligence gathering between any nascent organization and its new peers - can make for good cut scenes while the PC is out adventuring. Purchasing land, contracting for the building, facing down the God of Order's priests' protests, obtaining any necessary royal or ducal charters, hiring staff - all these things can be fun. Offer a lot of choices and different penalties and bonuses for different choices. Hire the half-drow wizardess as your security chief? You get +1 Violence and -1 Negotiations (everyone is suspicious of a drow!). Buy the land on the bluff? It's expensive, but you get +1 Negotiations because it's so impressive. Buy the abandoned graveyard and build on it? It's real cheap, and there are no penalties. But then undead start pushing up through the cellar floor...
 


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