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<blockquote data-quote="Chaosmancer" data-source="post: 7166575" data-attributes="member: 6801228"><p>My first thought is to look at the Sanity, Morale, Honor and Influence rules from the DMG. </p><p></p><p>Not sure if any of them will directly do what you are wanting, but if you were to swirl them together you might come up with something. Like using an Influence track to see how safe the PCs have made the area while Sanity slowly erodes for the community. </p><p></p><p>Personally, I tend to handle some of that narratively, because different people will break at different points and someone whose been holding it in may just suddenly descend into madness after a relatively minor event while someone on the edge may just stay on the edge but functional even during a major catastrophe. </p><p></p><p>I'm also curious, did you talk this game over with your players and get some input on how this game is going to shape up? </p><p></p><p>Because, different plans of action might mean you need different things. </p><p></p><p>IF the Players hear that intro and decide to abandon the town to find the source of the problem and save the world... well, your concept is hit pretty hard by that. Alternatively, if their first plan is to flee to somewhere else, setting a baseline defensive value for the town isn't really worth the trouble, because they will be a caravan of people with essentially no defenses, and they will probably seek out some caves which are much easier to defend than a town. </p><p></p><p>If you can find out their initial plan, it might help you decide what you want to have prepared for the first few sessions.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7166575, member: 6801228"] My first thought is to look at the Sanity, Morale, Honor and Influence rules from the DMG. Not sure if any of them will directly do what you are wanting, but if you were to swirl them together you might come up with something. Like using an Influence track to see how safe the PCs have made the area while Sanity slowly erodes for the community. Personally, I tend to handle some of that narratively, because different people will break at different points and someone whose been holding it in may just suddenly descend into madness after a relatively minor event while someone on the edge may just stay on the edge but functional even during a major catastrophe. I'm also curious, did you talk this game over with your players and get some input on how this game is going to shape up? Because, different plans of action might mean you need different things. IF the Players hear that intro and decide to abandon the town to find the source of the problem and save the world... well, your concept is hit pretty hard by that. Alternatively, if their first plan is to flee to somewhere else, setting a baseline defensive value for the town isn't really worth the trouble, because they will be a caravan of people with essentially no defenses, and they will probably seek out some caves which are much easier to defend than a town. If you can find out their initial plan, it might help you decide what you want to have prepared for the first few sessions. [/QUOTE]
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