CleverNickName
Limit Break Dancing (He/They)
So I'm gearing up for my next D&D campaign: a heroic, swashbuckling adventure based heavily on the fourteenth and fifteenth century Mediterranean. I'm talking about The Age of Sail, the Renaissance, The Three Musketeers. To build this world, I'm borrowing heavily from older Mystara sources like GAZ9 "The Minrothad Guilds" and GAZ11 "The Republic of Darokin," as well as from newer sources like "Ghosts of Saltmarsh" and "Seas of Vodari." There is going to be a lot of competing interests, lots of rival factions, and lots of court intrigue.
These Factions are what I'm most excited about at the moment. I've created a handful of Guilds and other organizations that the party of heroes can interact with...and the closer they get to one or more of these factions, the more parts of the world will "unlock." If the heroes do enough favors for the Alchemy Guild, they will be able to purchase more powerful potions (and at discounted prices), for example. But how can I implement this sort of thing in the D&D 5E game, without bogging it down with micromanagement (or worse, turning it into a completely different game*) in the process?
I figured a good place to start was with the Renown rules, in the 5E Dungeon Master's Guide. It has rules (well, more like guidelines really) for a new score called "Renown," that tracks how close the party is to a particular faction. Renown 1 would mean that you are a new recruit to The Town Guard, and Renown 10 would mean you are a close personal friend of the local constable. Renown 20 might mean you are the Constable.
But it's a new rule to me, and I haven't heard much about it on these forums. Has anyone ever used Renown in their game? How did it go? Are there any issues or pitfalls I should be aware of?
*We are not changing game systems; this will be a 5E D&D campaign.
These Factions are what I'm most excited about at the moment. I've created a handful of Guilds and other organizations that the party of heroes can interact with...and the closer they get to one or more of these factions, the more parts of the world will "unlock." If the heroes do enough favors for the Alchemy Guild, they will be able to purchase more powerful potions (and at discounted prices), for example. But how can I implement this sort of thing in the D&D 5E game, without bogging it down with micromanagement (or worse, turning it into a completely different game*) in the process?
I figured a good place to start was with the Renown rules, in the 5E Dungeon Master's Guide. It has rules (well, more like guidelines really) for a new score called "Renown," that tracks how close the party is to a particular faction. Renown 1 would mean that you are a new recruit to The Town Guard, and Renown 10 would mean you are a close personal friend of the local constable. Renown 20 might mean you are the Constable.
But it's a new rule to me, and I haven't heard much about it on these forums. Has anyone ever used Renown in their game? How did it go? Are there any issues or pitfalls I should be aware of?
*We are not changing game systems; this will be a 5E D&D campaign.
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