RPGs that have Patrons

Elvish Lore

Adventurer
What rpgs are out there -- any genre -- where PCs either get assigned or choose Patrons for their group (not individual.) So, I'm not talking about a Warlock in 5e who has a personal patron.

I know about Ars Magica and its convenant structure. Also, there's the Imperium Maledictum rpg in the Warhammer 40,000 universe where there's an official patron system. I've also seen a nifty 3rd party supplement for D&D 5e where PC groups in Waterdeep have a large selection of patrons to help sponsor them and give them quests. And I know about The One Ring rpg which has explicit patron rules.

What other games exist that have patrons as part of the campaign set-up? I'm sure there are a few, I'm just not familiar with them.

Thanks for your help.
 

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Nothing direcly comes into mind but 13th age has icons. You have to choose them and can choose them indicidually but normally it makes sense for a campaign that your group chooses similar icons.


Its not exactly patrons but its connections which you can use but which may also cause you troubles (you need to help there). Icons – 13th Age SRD

You could verry well play 13th age in a way where the whole party has connections to the same icon like a patron + maybe some negative connections to other icons.
 

What other games exist that have patrons as part of the campaign set-up? I'm sure there are a few, I'm just not familiar with them.

Twilight Sword the GM or group creates the patron; the patron is intended to guide them onto quests and, if need be, come to their rescue. He's one advancement ahead of the PCs current advancements, advancing when they do.

Traveller - tho' patron encounters there are intended to be temporary patrons. There is 76 Patrons for Classic traveller, and two versions of 760 patrons for MGT 1e... plus basics of Patron encounters are in core books for all editions.

Prime Directive One (first edition) - the ship's briefing officer is an NPC mission giver. The game is essentially Seal Team in Trek.

Many Trek campaigns, the local admiral serves in the patron role to various degrees.
 



GURPS allows you to buy a Patron advantage. Point cost is variable depending on how useful/powerful a Patron is chosen. While the choice is made during individual character creation, nothing prevents a GM from requiring every character to have the same patron. In service to a military branch. Employees of a company. Members of the same cult.
 


Not a game, but a sandbox campaign setting -- Pirates of Drinax for Traveller has the PCs start in service to the King of Drinax.

By default, Pendragon PCs are unlanded, vassal knights. Even if they begin with more rank and privilege, they're generally assumed to be someone's vassals.
 

The One Ring expects a group to have a patron. The campaign I'm running has Balin son of Fundin as the group's patron. He provides a patron-specific use for fellowship points as well as urging them towards more militant solutions. Patrons are both mechanical and narrative in their impact.
 

Nothing direcly comes into mind but 13th age has icons. You have to choose them and can choose them indicidually but normally it makes sense for a campaign that your group chooses similar icons.

Its not exactly patrons but its connections which you can use but which may also cause you troubles (you need to help there). Icons – 13th Age SRD

You could verry well play 13th age in a way where the whole party has connections to the same icon like a patron + maybe some negative connections to other icons.
I've run a few 13A campaigns, and I usually suggest 3-4 icons that are likely to be focuses for the campaign. Players nearly always will then choose one of those as one of their 2-3 icon relationships, but it's not always either their strongest or even positive relationship. Then as the campaign develops and the players become more powerful, they gravitate to one who does act as a patron.

My next 13A campaign will be set in a remote fort, and will have NPCs and group tied to The Crusader, Priestess, Druid and Emperor. Players will likely take these as relationships, and depending on their choices and campaign development, might end up:
  • Ruthlessly crushing anything vaguely demonic in the name of the Crusader.
  • Standing with the little people in the name of the Priestess.
  • Turning on the imperialist capitalists using the force of nature.
  • Being political and preserving the kingdom.
As always, will be fun.
 

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