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System idea: managing a secret organization
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<blockquote data-quote="Zappo" data-source="post: 7999600" data-attributes="member: 633"><p>Thanks, that's good advice! Nagol: good point about MO preference. In my mind, that issue gets addressed in part by presenting concurrent missions, i.e. there is plot pressure and the same PCs cannot be everywhere at the same time. Not sure that would work in practice. One potential problem could be if level differentials end up in such a way that there is no combination of PCs that produce a viable profile, which could happen if one or two players tend to stick with the same characters while others rotate frequently. Although that might not be too bad if I pick a system where the power curve is not too steep; also, I'd definitely make sure to have player buy-in beforehand. There'd be flexibility, but if someone declares that they hate the whole premise, then the whole thing is a no-go.</p><p></p><p>I'll take a look at the sources Fenris-77 mentioned. I'm definitely going to want something to track relationships, but I'm fairly sure I can put something together. I'm more concerned about downtime, though. In my group, some players want to just get to the next plot point ASAP, while others want to put every single minute of their character's time to good use. That results in situations where a couple players spend upwards of one or two hours looking for equipment, crafting gear, talking to contacts, reviewing rules on training, and so on, while others state they'll go for ale & whores and then sit and twiddle their thumbs. I've yet to figure out how to deal with that issue, and I'm worried that this setup will exacerbate the problem. Some characters will necessarily end up with <em>a lot</em> of downtime.</p></blockquote><p></p>
[QUOTE="Zappo, post: 7999600, member: 633"] Thanks, that's good advice! Nagol: good point about MO preference. In my mind, that issue gets addressed in part by presenting concurrent missions, i.e. there is plot pressure and the same PCs cannot be everywhere at the same time. Not sure that would work in practice. One potential problem could be if level differentials end up in such a way that there is no combination of PCs that produce a viable profile, which could happen if one or two players tend to stick with the same characters while others rotate frequently. Although that might not be too bad if I pick a system where the power curve is not too steep; also, I'd definitely make sure to have player buy-in beforehand. There'd be flexibility, but if someone declares that they hate the whole premise, then the whole thing is a no-go. I'll take a look at the sources Fenris-77 mentioned. I'm definitely going to want something to track relationships, but I'm fairly sure I can put something together. I'm more concerned about downtime, though. In my group, some players want to just get to the next plot point ASAP, while others want to put every single minute of their character's time to good use. That results in situations where a couple players spend upwards of one or two hours looking for equipment, crafting gear, talking to contacts, reviewing rules on training, and so on, while others state they'll go for ale & whores and then sit and twiddle their thumbs. I've yet to figure out how to deal with that issue, and I'm worried that this setup will exacerbate the problem. Some characters will necessarily end up with [I]a lot[/I] of downtime. [/QUOTE]
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