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<blockquote data-quote="werk" data-source="post: 3102940" data-attributes="member: 29663"><p>I'm not a big fan of the affiliations ruleset myself, I think it just kinda gets in the way of what I'm doing as a DM and gives the players another number-based metagame carrot for them to grind away at...so I haven't any real experience with it. You can take everything I say with a grain of salt, but that rule is always in effect.</p><p></p><p>What I remember about the planescape factions, like you've said, is that they really grant very little in the way of mechanical benefits. Usually just one ding for something close to the faction's core beliefs...like doombringers get proficiency with a sword (?) because the faction is all about entropy and destruction, and what brings more destruction than the sword? Dustmen cannot be brought back from the dead...is that a benefit? Cyphers get improved init...stuff like that. It's not a PrC, it's not even a church, it's just a club...maybe like a softball or bowling league. People can get really involved in their softball league, putting more and more time and effort into it, making friends, eventually running the whole league and choosing where they play who their sponsers are, where they go to drink, who the officials are...ITS ALL ABOUT POLITICS. </p><p></p><p>Benefits, besides the one ding, should include employment/loot sharing, and ability to have equipment made or requisitioned. That was really the major benefit that we always got from our faction, but we don't have custom magic shops, etc. </p><p></p><p>Each faction is going to be differently abled to serve it's members. The bleakers or dustmen, for instance, aren't going to have the resources that someone like the guvners or harmonium would, so you'd probably have to reach a higher rank to get worthwhile benefits, if at all, from the dustmen. Same goes with joining, it's really easy to join the dustmen, they love new members, but joining the athar should be an experience, possibly involving ritualistic forsaking of the gods in which the gods actually hear the incantation and snub the chanter in return, and your name is added to a living wall of blasphemy of something.</p><p></p><p>For your characters that want to join up. I'd lock the bleaker in the gatehouse, see how he likes it. I'd have the indep run into another indep that has an amazingly suicidal mission that he's perfect for. And for the anarch, yeah, good luck with that.</p><p></p><p>EDIT: Bleakers are crazy! Why would characters or players want to become crazy? ...like real crazy, not Jim Carey crazy.</p></blockquote><p></p>
[QUOTE="werk, post: 3102940, member: 29663"] I'm not a big fan of the affiliations ruleset myself, I think it just kinda gets in the way of what I'm doing as a DM and gives the players another number-based metagame carrot for them to grind away at...so I haven't any real experience with it. You can take everything I say with a grain of salt, but that rule is always in effect. What I remember about the planescape factions, like you've said, is that they really grant very little in the way of mechanical benefits. Usually just one ding for something close to the faction's core beliefs...like doombringers get proficiency with a sword (?) because the faction is all about entropy and destruction, and what brings more destruction than the sword? Dustmen cannot be brought back from the dead...is that a benefit? Cyphers get improved init...stuff like that. It's not a PrC, it's not even a church, it's just a club...maybe like a softball or bowling league. People can get really involved in their softball league, putting more and more time and effort into it, making friends, eventually running the whole league and choosing where they play who their sponsers are, where they go to drink, who the officials are...ITS ALL ABOUT POLITICS. Benefits, besides the one ding, should include employment/loot sharing, and ability to have equipment made or requisitioned. That was really the major benefit that we always got from our faction, but we don't have custom magic shops, etc. Each faction is going to be differently abled to serve it's members. The bleakers or dustmen, for instance, aren't going to have the resources that someone like the guvners or harmonium would, so you'd probably have to reach a higher rank to get worthwhile benefits, if at all, from the dustmen. Same goes with joining, it's really easy to join the dustmen, they love new members, but joining the athar should be an experience, possibly involving ritualistic forsaking of the gods in which the gods actually hear the incantation and snub the chanter in return, and your name is added to a living wall of blasphemy of something. For your characters that want to join up. I'd lock the bleaker in the gatehouse, see how he likes it. I'd have the indep run into another indep that has an amazingly suicidal mission that he's perfect for. And for the anarch, yeah, good luck with that. EDIT: Bleakers are crazy! Why would characters or players want to become crazy? ...like real crazy, not Jim Carey crazy. [/QUOTE]
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