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Neep Help: Determining what the NPCs do when the PCS aren't around..
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<blockquote data-quote="Random Axe" data-source="post: 3998595" data-attributes="member: 27853"><p>My first reaction is to think, wow, NINE other searching parties is a lot to keep track of, but this is no criticism.</p><p></p><p>Regardless of the amount of other expert parties you have out in the field on this scavenger hunt, start with a 3x5 or 5x8 card for each party, to keep notes on what they've done or accomplished, or what you want to plan for them in the background.</p><p></p><p>Then, for each party, each week (for instance, or fortnight, or whatever you feel is a useful time interval for this kind of check) you roll d%. And depending on how detailed you have fleshed out these adventuring groups (for instance, if you know the stats?), then you would add +1 to the d% roll per collective INT bonus in that group. (ie, if the group is made of a bunch of dumb fighter types and one wizard of INT 18, then you add +4 to the d% roll. If you have three geniuses of INT 17 in the group, you add +9 [3 x +3] to the d% roll).</p><p></p><p>d% result Progress result</p><p>01 - 25 Following a Bad Lead (no progress, and get -10% to next week's check)</p><p>26 - 60 No progress</p><p>61 - 90 Following a good lead (get +10% bonus to next week's check)</p><p>91 - 100 FOUND a McGuffin</p><p></p><p>If a McGuffin is found, give it a 50-50 check to see if it's been undiscovered so far, or if it's one that already belongs to another group. If Group A rolls a 99 and discovers a thing, that you decide already is owned by Group B (or maybe even if you decide 2 different groups have found the same mcguffin at the same time), then you can have the 2 groups duke it out (which may result in the elimination of a group, and the stealing of their captured mcguffins!).</p><p></p><p>That's my simplest system, you can muck around with the d% result numbers as you require.</p></blockquote><p></p>
[QUOTE="Random Axe, post: 3998595, member: 27853"] My first reaction is to think, wow, NINE other searching parties is a lot to keep track of, but this is no criticism. Regardless of the amount of other expert parties you have out in the field on this scavenger hunt, start with a 3x5 or 5x8 card for each party, to keep notes on what they've done or accomplished, or what you want to plan for them in the background. Then, for each party, each week (for instance, or fortnight, or whatever you feel is a useful time interval for this kind of check) you roll d%. And depending on how detailed you have fleshed out these adventuring groups (for instance, if you know the stats?), then you would add +1 to the d% roll per collective INT bonus in that group. (ie, if the group is made of a bunch of dumb fighter types and one wizard of INT 18, then you add +4 to the d% roll. If you have three geniuses of INT 17 in the group, you add +9 [3 x +3] to the d% roll). d% result Progress result 01 - 25 Following a Bad Lead (no progress, and get -10% to next week's check) 26 - 60 No progress 61 - 90 Following a good lead (get +10% bonus to next week's check) 91 - 100 FOUND a McGuffin If a McGuffin is found, give it a 50-50 check to see if it's been undiscovered so far, or if it's one that already belongs to another group. If Group A rolls a 99 and discovers a thing, that you decide already is owned by Group B (or maybe even if you decide 2 different groups have found the same mcguffin at the same time), then you can have the 2 groups duke it out (which may result in the elimination of a group, and the stealing of their captured mcguffins!). That's my simplest system, you can muck around with the d% result numbers as you require. [/QUOTE]
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Neep Help: Determining what the NPCs do when the PCS aren't around..
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