Cheiromancer said:
I really like the mechanic for handling recruitment and diplomacy in the module. I'd love to hear more about the theory behind it. In other words, what information would you need to do a similar diplomacy/group combat kind of adventure with different factions, different monsters, different levels, etc.?
And le bump.
The mechanical theory behind it was that the characters would cut a deal with three groups. If they did less, then the fight would be more difficult and if they could manage more, it would be easier. Therefore, any three groups would provide enough support to defeat the goblins, but not the Barghest.
Personally, I prefer a less dice intensive method. Every faction would have a history and motivation. The faction’s history dictates its allies and enemies and its motivation dictates what it wants. By cutting a deal with one faction you upset its enemies and grow closer to its allies.
I view it like a spider web, pull on one strand and you move the entire web.
What I use to detail a faction.
Name – The name of the group and is it secretive or public
Leader – Who runs the group, what is their level and what are their personal goals
Major members – Who are the important members of the group, their levels and personal goals
Alignment – The over all alignment of the group, as a role-playing tool
Allies – Whom do they get along with, why and is the information known
Enemies – Whom do they not get along with, why and is the information known
Motivation – What are the group’s overall goals
Resources – What resources does the group possess?
It is a lot of up front work, but the characters have the option to deal with anyone and it is easier to figure out the ramifications of their actions.